Space Marines – Datasheets
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HQ


5

Captain

NoNAME  M WS BS S T W A Ld Sv Base
85
Captain (base: 32mm)
1
85
Captain
6" 2+ 2+ 4 4 5 4 9 3+ 32mm
A Captain is equipped with: bolt pistol; master-crafted boltgun; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Relic blade
+10
Relic blade
Melee
Melee
+3
-3
2
-
+10
Xenophase blade
+10
Xenophase blade
Melee
Melee
+1
-4
1
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s master-crafted boltgun can be replaced with one of the following: 1 storm shield (maximum 1 per model); 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • This model’s Astartes chainsword can be replaced with one of the following: 1 relic blade; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model).
 • If this model is from the Deathwatch Chapter, its Astartes chainsword can be replaced with 1 xenophase blade.
 • This model’s Astartes chainsword can be replaced with 1 xenophase blade.
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN


6

Captain in Gravis Armour

NoNAME  M WS BS S T W A Ld Sv Base
115
Captain in Gravis Armour (base: 40mm)
1
115
Captain in Gravis Armour
5" 2+ 2+ 4 5 7 5 9 3+ 40mm
A Captain in Gravis Armour is equipped with: boltstorm gauntlet; master-crafted power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltstorm gauntlet (shooting)
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
-1
1
-
Boltstorm gauntlet (melee)
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, MK X GRAVIS, CAPTAIN


5

Captain in Phobos Armour

NoNAME  M WS BS S T W A Ld Sv Base
95
Captain in Phobos Armour (base: 40mm)
1
95
Captain in Phobos Armour
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
A Captain in Phobos Armour is equipped with: bolt pistol; master-crafted instigator bolt carbine; combat knife; frag grenades; krak grenades; camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted instigator bolt carbine
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
ABILITIES
ABILITIES
Angels of Death, Concealed Positions
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
Omni-scrambler: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: CHARACTER, INFANTRY, PHOBOS, PRIMARIS, CAPTAIN


6

Captain in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
100
Captain in Terminator Armour (base: 40mm)
1
100
Captain in Terminator Armour
5" 2+ 2+ 4 4 6 4 9 2+ 40mm
A Captain in Terminator Armour is equipped with: storm bolter; power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Wrist-mounted grenade launcher
+5
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+5
Relic blade
+5
Relic blade
Melee
Melee
+3
-3
2
-
+15
Thunder hammer
+15
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter can be replaced with one of the following: 1 combi-bolter; 1 lightning claw; 1 power fist; 1 thunder hammer; 1 storm shield (maximum 1 per model); 1 weapon from the Combi-weapons list.
 • This model’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 relic blade; 1 thunder hammer; 1 storm shield (maximum 1 per model).
 • If this model is equipped with 1 or more power fists, it can be equipped with 1 wrist-mounted grenade launcher.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, DEATHWING


6

Captain on Bike

NoNAME  M WS BS S T W A Ld Sv Base
100
Captain on Bike (base: 75 x 25mm)
1
100
Captain on Bike
14" 2+ 2+ 4 5 6 4 9 3+ 75 x 25mm
A Captain on Bike is equipped with: bolt pistol; twin boltgun; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Master-crafted boltgun
+5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's bolt pistol can be replaced with one of the following: 1 master-crafted boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • This model’s Astartes chainsword can be replaced with one of the following: 1 weapon from the Melee Weapons list; 1 storm shield.
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, CAPTAIN, RAVENWING


6

Captain with Master-crafted Heavy Bolt Rifle

NoNAME  M WS BS S T W A Ld Sv Base
105
Captain with Master-crafted Heavy Bolt Rifle (base: 40mm)
1
105
Captain with Master-crafted Heavy Bolt Rifle
5" 2+ 2+ 4 5 7 5 9 3+ 40mm
Captain with Master-crafted Heavy Bolt Rifle is equipped with: master-crafted heavy bolt rifle; master-crafted power sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted heavy bolt rifle
Master-crafted heavy bolt rifle
36"
Rapid Fire 1
5
-1
2
-
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, MK X GRAVIS, CAPTAIN


5

Chaplain

NoNAME  M WS BS S T W A Ld Sv Base
80
Chaplain (base: 32mm)
1
80
Chaplain
6" 2+ 3+ 4 4 4 3 9 3+ 32mm
A Chaplain is equipped with: bolt pistol; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 power fist.
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rosarius: This model has a 4+ invulnerable save.
Wolf Priest: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF PRIEST keyword.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIEST, CHAPLAIN, WOLF PRIEST


6

Chaplain in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain in Terminator Armour (base: 40mm)
1
95
Chaplain in Terminator Armour
5" 2+ 3+ 4 4 5 3 9 2+ 40mm
A Chaplain in Terminator Armour is equipped with: storm bolter; crozius arcanum.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter can be replaced with 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Priest: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF PRIEST keyword.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIEST, TERMINATOR, CHAPLAIN, DEATHWING, WOLF PRIEST


5

Librarian

NoNAME  M WS BS S T W A Ld Sv Base
90
Librarian (base: 32mm)
1
90
Librarian
6" 3+ 3+ 4 4 4 3 9 3+ 32mm
A Librarian is a single model equipped with: bolt pistol; force stave; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model's force stave can be replaced with one of the following: 1 force axe; 1 force sword.
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent's Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: CHARACTER, INFANTRY, PSYKER, LIBRARIAN, DEATHWING


5

Librarian in Phobos Armour

NoNAME  M WS BS S T W A Ld Sv Base
100
Librarian in Phobos Armour (base: 40mm)
1
100
Librarian in Phobos Armour
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
A Librarian in Phobos Armour is equipped with: bolt pistol; force sword; frag grenades; krak grenades; camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
ABILITIES
ABILITIES
Angels of Death, Concealed Positions
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Obscuration discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PHOBOS, PSYKER, LIBRARIAN, DEATHWING


6

Librarian in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
105
Librarian in Terminator Armour (base: 40mm)
1
105
Librarian in Terminator Armour
5" 3+ 3+ 4 4 5 3 9 2+ 40mm
A Librarian in Terminator Armour is equipped with: force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 weapon from the Combi-weapons list.
 • This model’s force stave can be replaced with one of the following: 1 force axe; 1 force sword.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, PSYKER, LIBRARIAN, DEATHWING


4

Lieutenant

NoNAME  M WS BS S T W A Ld Sv Base
70
Lieutenant (base: 32mm)
1
70
Lieutenant
6" 2+ 2+ 4 4 4 3 8 3+ 32mm
A Lieutenant is equipped with: bolt pistol; master-crafted boltgun; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted boltgun
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s master-crafted boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • This model’s Astartes chainsword can be replaced with 1 weapon from the Melee Weapons list.
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, LIEUTENANT, WOLF GUARD


4

Lieutenant in Phobos Armour

NoNAME  M WS BS S T W A Ld Sv Base
80
Lieutenant in Phobos Armour (base: 40mm)
1
80
Lieutenant in Phobos Armour
6" 2+ 2+ 4 4 5 4 8 3+ 40mm
A Lieutenant in Phobos Armour is equipped with: bolt pistol; master-crafted occulus bolt carbine; paired combat blades; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted occulus bolt carbine
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Paired combat blades
Paired combat blades
Melee
Melee
User
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PHOBOS, LIEUTENANT, WOLF GUARD


4

Lieutenant in Reiver Armour

NoNAME  M WS BS S T W A Ld Sv Base
75
Lieutenant in Reiver Armour (base: 40mm)
1
75
Lieutenant in Reiver Armour
6" 2+ 2+ 4 4 5 4 8 3+ 40mm
A Lieutenant in Reiver Armour is equipped with: master-crafted special issue bolt pistol; combat knife; frag grenades krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted special issue bolt pistol
Master-crafted special issue bolt pistol
12"
Pistol 1
4
-2
2
-
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Terror Troops (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PHOBOS, REIVER, SHOCK GRENADES, SMOKESCREEN, LIEUTENANT, WOLF GUARD


5

Primaris Captain

NoNAME  M WS BS S T W A Ld Sv Base
90
Primaris Captain (base: 40mm)
1
90
Primaris Captain
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
A Primaris Captain is equipped with: bolt pistol; master-crafted auto bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Master-crafted auto bolt rifle
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
Master-crafted stalker bolt rifle
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
Special issue bolt carbine
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
+5
Master-crafted power sword
+5
Master-crafted power sword
Melee
Melee
+1
-3
2
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
+10
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this model is not equipped with a master-crafted power sword, its bolt pistol and master-crafted auto bolt rifle can be replaced with one of the following:
  - 1 plasma pistol and 1 power fist.
  - 1 heavy bolt pistol, 1 master-crafted power sword and 1 relic shield.
 • This model’s master-crafted auto bolt rifle can be replaced with 1 master-crafted stalker bolt rifle.
 • If this model is equipped with either a master-crafted auto bolt rifle or a master-crafted stalker bolt rifle, it can be equipped with 1 master-crafted power sword.
 • If this model is from the Dark Angels Chapter (or one of its successor Chapters), its master-crafted auto bolt rifle can be replaced with 1 special issue bolt carbine.
 • This model’s master-crafted auto bolt rifle can be replaced with 1 special issue bolt carbine.
 • If this model is equipped with a special issue bolt carbine and it is not equipped with a master-crafted power sword, it can be equipped with 1 power fist.
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, CAPTAIN


5

Primaris Chaplain

NoNAME  M WS BS S T W A Ld Sv Base
85
Primaris Chaplain (base: 40mm)
1
85
Primaris Chaplain
6" 2+ 3+ 4 4 5 4 9 3+ 40mm
A Primaris Chaplain is equipped with: absolvor bolt pistol; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Wolf Priest: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF PRIEST keyword.
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PRIEST, CHAPLAIN, WOLF PRIEST


6

Primaris Chaplain on Bike

NoNAME  M WS BS S T W A Ld Sv Base
115
Primaris Chaplain (base: 90 x 52mm)
1
115
Primaris Chaplain
14" 2+ 3+ 4 5 7 4 9 3+ 90 x 52mm
A Primaris Chaplain on Bike is equipped with: absolvor bolt pistol; twin bolt rifle, crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Twin bolt rifle
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Wolf Priest: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF PRIEST keyword.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, PRIMARIS, PRIEST, CHAPLAIN, WOLF PRIEST, RAVENWING


5

Primaris Librarian

NoNAME  M WS BS S T W A Ld Sv Base
95
Primaris Librarian (base: 40mm)
1
95
Primaris Librarian
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
A Primaris Librarian is equipped with: bolt pistol; force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PSYKER, LIBRARIAN, DEATHWING


4

Primaris Lieutenant

NoNAME  M WS BS S T W A Ld Sv Base
75
Primaris Lieutenant (base: 40mm)
1
75
Primaris Lieutenant
6" 2+ 2+ 4 4 5 4 8 3+ 40mm
A Primaris Lieutenant is equipped with: bolt pistol; master-crafted auto bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+15
Neo-volkite pistol
+15
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Master-crafted auto bolt rifle
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
Master-crafted stalker bolt rifle
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
Special issue bolt carbine
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
+5
Master-crafted power axe
+5
Master-crafted power axe
Melee
Melee
+2
-2
2
-
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s bolt pistol and master-crafted auto bolt rifle can be replaced with one of the following:
  - 1 bolt pistol and 1 master-crafted stalker bolt rifle.
  - 1 bolt pistol and 1 master-crafted power sword.
  - 1 neo-volkite pistol, 1 master-crafted power sword and 1 storm shield (Power Rating+1).
 • If this model is from the Dark Angels Chapter (or one of its successor Chapters), its bolt pistol can be replaced with 1 plasma pistol.
 • This model’s bolt pistol can be replaced with 1 plasma pistol.
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters), its master-crafted auto bolt rifle can be replaced with 1 special issue bolt carbine and 1 master-crafted power axe.
 • This model’s master-crafted auto bolt rifle can be replaced with 1 special issue bolt carbine and 1 master-crafted power axe.
ABILITIES
ABILITIES
Angels of Death
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, LIEUTENANT, WOLF GUARD


4

Primaris Techmarine

NoNAME  M WS BS S T W A Ld Sv Base
80
Primaris Techmarine (base: 40mm)
1
80
Primaris Techmarine
6" 3+ 2+ 4 4 5 4 8 2+ 40mm
A Primaris Techmarine is equipped with: forge bolter; grav-pistol; Omnissian power axe; servo-arm; mechadendrite; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Forge bolter
Forge bolter
24"
Assault 3
5
-1
2
Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.
Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.
Grav-pistol
Grav-pistol
12"
Pistol 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Mechadendrite
Mechadendrite
Melee
Melee
+1
0
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Omnissian power axe
Omnissian power axe
Melee
Melee
+2
-2
2
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once perturn.
Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly VEHICLE model within 3" of it. Until the start of your next Command phase, each time that Vehicle model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, TECHMARINE


4

Techmarine

NoNAME  M WS BS S T W A Ld Sv Base
70
Techmarine (base: 32mm)
1
70
Techmarine
6" 3+ 2+ 4 4 4 3 8 2+ 32mm
A Techmarine is equipped with: bolt pistol; Omnissian power axe; servo-arm; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Helfrost pistol
Before selecting targets, select one of the profiles below to make attacks with.
Helfrost pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
12"
Pistol D3
4
-2
1
Blast
Blast
 - Focussed
 - Focussed
12"
Pistol 1
6
-4
3
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+15
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Omnissian power axe
Omnissian power axe
Melee
Melee
+2
-2
2
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
+20
Tempest hammer
+20
Tempest hammer
Melee
Melee
x2
-3
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model’s Omnissian power axe can be replaced with 1 weapon from the Melee Weapons list.
 • If this model is not equipped with a helfrost pistol, it can be equipped with 1 flamer, 1 plasma cutter, and 1 servo-arm (Power Rating +1).
 • This model can be equipped with 1 flamer, 1 plasma cutter, and 1 servo-arm (Power Rating +1).
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters) and it is not equipped with a plasma cutter, its bolt pistol and Omnissian power axe can be replaced with 1 helfrost pistol and 1 tempest hammer.
 • If this model is not equipped with a plasma cutter, its bolt pistol and Omnissian power axe can be replaced with 1 helfrost pistol and 1 tempest hammer.
ABILITIES
ABILITIES
Angels of Death
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once perturn.
Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly VEHICLE model within 3" of it. Until the start of your next Command phase, each time that Vehicle model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, TECHMARINE


8

Adrax Agatone

NoNAME  M WS BS S T W A Ld Sv Base
145
Adrax Agatone (base: 40mm)
1
145
Adrax Agatone
6" 2+ 2+ 4 4 6 5 9 2+ 40mm
Adrax Agatone is a single model equipped with: Drakkis; Malleus Noctum; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Drakkis
Drakkis
12"
Assault D6
4
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Malleus Noctum
Malleus Noctum
Melee
Melee
x2
-3
4
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Unto the Anvil (Aura): While a friendly SALAMANDERS CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, if its unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Iron Halo: This model has a 4+ invulnerable save.
Arridian Drakehide Cloak: When resolving an attack against this model, reduce the Damage characteristic of the weapon used by 1, to a minimum of 1, for that attack.
Rites of Battle (Aura): While a friendly SALAMANDERS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Lord of Fire (Aura): You can re-roll the dice to determine the number of attacks made with flame weapons by friendly SALAMANDERS models whilst their unit is within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SALAMANDERS
KEYWORDS: CHARACTER, INFANTRY, PRIMARIS, CAPTAIN, ADRAX AGATONE


6

Arjac Rockfist

NoNAME  M WS BS S T W A Ld Sv Base
120
Arjac Rockfist (base: 40mm)
1
120
Arjac Rockfist
5" 2+ 2+ 5 4 5 4 8 2+ 40mm
Arjac Rockfist is equipped with: Foehammer. Your army can only include one ARJAC ROCKFIST model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Foehammer (shooting)
Foehammer (shooting)
12"
Assault 1
x2
-3
3
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Foehammer (melee)
Foehammer (melee)
Melee
Melee
x2
-3
3
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Champion of the Kingsguard: Each time this model makes a melee attack against a CHARACTER unit, you can re-roll the hit roll.
Tactical Precision (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
The Anvil Shield: This model has a 3+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Resolve of the Bear:
  • Each time this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost.
  • Each time an attack is made against this WARLORD, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.

Deed of the Bear: This model loses any wounds.

Saga of the Bear (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, WOLF GUARD, LIEUTENANT, ARJAC ROCKFIST


7

Asmodai

NoNAME  M WS BS S T W A Ld Sv Base
130
Asmodai (base: 25mm)
1
130
Asmodai
6" 2+ 3+ 4 4 5 4 9 3+ 25mm
Asmodai is equipped with: bolt pistol; Blades of Reason; crozius arcanum; frag grenades; krak grenades. Your army can only include one ASMODAI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Blades of Reason
Blades of Reason
Melee
Melee
+1
0
2D3
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle
Exemplar of Hate: Each time you roll to see if the Litany of Hate recited by this model is inspiring, add 1 to that roll. In addition, add 3" to the range of the Litany of Hate recited by this model.
Rosarius: This model has a 4+ invulnerable save.
Aura of Dread (Aura): While an enemy unit is within 6" of this model, it counts as being below Half Strength.
Spiritual Leaders (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows the Litany of Hate and two other litanies from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Fury of the Lion (Aura): While a friendly DARK ANGELS unit is within 6" of this WARLORD, if this WARLORD has made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to the Strength characteristic of models in that unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, PRIEST, DEATHWING, INNER CIRCLE, CHAPLAIN, INTERROGATOR-CHAPLAIN, ASMODAI


8

Astorath

NoNAME  M WS BS S T W A Ld Sv Base
150
Astorath (base: 25mm)
1
150
Astorath
12" 2+ 2+ 4 4 5 4 9 2+ 25mm
Astorath is equipped with: bolt pistol; The Executioner’s Axe; frag grenades; krak grenades. Your army can only include one ASTORATH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Executioner’s Axe
The Executioner’s Axe
Melee
Melee
+2
-3
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Spiritual Leaders (Aura): While a friendly BLOOD ANGELS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Redeemer of the Lost (Aura): While a friendly BLOOD ANGELS DEATH COMPANY unit is within 6" of this model, each time a Morale test is taken for that unit, that test is automatically passed.
Rosarius: This model has a 4+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate, Mass of Doom (see below) and two other litanies from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite up to two litanies it knows that have not already been recited by a friendly model that battle round. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.

MASS OF DOOM

The High Chaplain’s mere presence seems to make his battle-brothers wilder, perhaps fanning the destructive fires of the Black Rage that reside within.

If this litany is inspiring, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) within 6" of this PRIEST model. Roll one D6 and apply the result below:
D6Result
1Merciful Execution: One model in that unit is destroyed. Each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll
2-5 Dark Wrath: Each time a model in that unit makes a melee attack, add 1 to that hit roll
6Vessel of Sanguinius: Models in that unit have a 4+ invulnerable save. Each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll
WARLORD TRAIT!
WARLORD TRAIT!
Soulwarden (Aura): While a friendly BLOOD ANGELS unit is within 6" of this WARLORD, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, CHAPLAIN, MASTER OF SANCTITY, PRIEST, JUMP PACK, FLY, ASTORATH


8

Azrael

NoNAME  M WS BS S T W A Ld Sv Base
170
Azrael (base: 25mm)
1
170
Azrael
6" 2+ 2+ 4 4 6 5 9 2+ 25mm
Azrael is equipped with: bolt pistol; Lion’s Wrath; Sword of Secrets; frag grenades; krak grenades. Your army can only include one AZRAEL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Lion’s Wrath
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.
Lion’s Wrath
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Master-crafted plasma gun
 - Master-crafted plasma gun
24"
Rapid Fire 1
8
-4
2
-
Sword of Secrets
Sword of Secrets
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle
Iron Halo: This model has a 4+ invulnerable save.
Chapter Master: In your Command phase, select one friendly DARK ANGELS CORE or DARK ANGELS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Watcher in the Dark: Once per battle, this model can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.
Supreme Tactician: If your army is Battle-forged and this model is your WARLORD, you receive an additional 2 Command points.
Rites of Battle (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Lion Helm (Aura): While a friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER unit is within 6" of this model, models in that unit have a 4+ invulnerable save against ranged attacks.
WARLORD TRAIT!
WARLORD TRAIT!
Brilliant Strategist: In your Command phase, you can select one friendly DARK ANGELS unit within 6" of this WARLORD. Until the start of your next Command phase:
  • Each time a model in that unit makes an attack, if the Tactical Doctrine is active for your army, then the Devastator Doctrine is considered to be active for that attack instead.
  • Each time a model in that unit makes an attack, if the Assault Doctrine is active for your army, then the Tactical Doctrine considered to be active for that attack instead.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, DEATHWING, INNER CIRCLE, CHAPTER MASTER, AZRAEL


7

Belial

NoNAME  M WS BS S T W A Ld Sv Base
140
Belial (base: 40mm)
1
140
Belial
5" 2+ 2+ 4 4 6 4 9 2+ 40mm
Belial is equipped with: master-crafted storm bolter; Sword of Silence. Your army can only include one BELIAL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Sword of Silence
Sword of Silence
Melee
Melee
+2
-4
3
Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Grand Master of the Deathwing: In your Command phase, select one friendly DEATHWING CORE or DEATHWING CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Parrying Blade: Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Inexorable: Each time an attack is allocated to this WARLORD, subtract 1 from that attacks Damage characteristic (to a minimum of 1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, DEATHWING, INNER CIRCLE, CAPTAIN, BELIAL


10

Bjorn the Fell-handed

NoNAME  M WS BS S T W A Ld Sv Base
175
Bjorn the Fell-handed (base: 60mm)
1
175
Bjorn the Fell-handed
6" 2+ 2+ 7 8 8 5 9 3+ 60mm
Bjorn the Fell-Handed is equipped with: assault cannon; heavy flamer; Trueclaw. Your army can only include one BJORN THE FELL-HANDED model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
Helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy D3
6
-2
1
Blast
Blast
 - Focussed
 - Focussed
36"
Heavy 1
8
-4
D3+3
-
+5
Multi-melta
+5
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Trueclaw
Trueclaw
Melee
Melee
+5
-4
D6
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s assault cannon can be replaced with one of the following: 1 heavy plasma cannon; 1 helfrost cannon; 1 multi-melta; 1 twin lascannon.
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Legendary Tenacity: Each time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Aura of Majesty:
  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: VEHICLE, CHARACTER, DREADNOUGHT, SMOKESCREEN, BJORN THE FELL-HANDED


6

Brother Corbulo

NoNAME  M WS BS S T W A Ld Sv Base
115
Brother Corbulo (base: 25mm)
1
115
Brother Corbulo
6" 2+ 2+ 4 4 5 4 9 3+ 25mm
Brother Corbulo is equipped with: bolt pistol; Heaven’s teeth; frag grenades; krak grenades. Your army can only include one BROTHER CORBULO model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Heaven’s Teeth
Heaven’s Teeth
Melee
Melee
+1
-2
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
The Red Grail (Aura): While a friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) is within 6" of this model, if the Tactical Doctrine or Devastator Doctrine is active for your army, then each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead.
Narthecium (Aura): While a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Sanguinary High Priest: At the end of your Movement phase, this model can use its Combat Restoratives ability twice instead of once.
WARLORD TRAIT!
WARLORD TRAIT!
Gift of Foresight: In each turn, you can re-roll one hit roll, one wound roll and one saving throw made for this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, APOTHECARY, CHIEF APOTHECARY, BROTHER CORBULO


6

Canis Wolfborn

NoNAME  M WS BS S T W A Ld Sv Base
120
Canis Wolfborn (base: 60mm)
1
120
Canis Wolfborn
10" 2+ 5+ 4 5 6 6 8 3+ 60mm
Canis Wolfborn is equipped with: bolt pistol; crushing teeth and claws; Canis’ wolf claws; frag grenades; krak grenades. Your army can only include one CANIS WOLFBORN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Canis’ wolf claws
Canis’ wolf claws
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Born of Wolves (Aura): While a friendly SPACE WOLVES CAVALRY, SPACE WOLVES BEAST or SPACE WOLVES CHARIOT unit is within 6" of this model, each time that unit fights, until that fight is resolved, each model in that unit can make 1 additional attack with its teeth and claws or crushing teeth and claws, or 2 additional attacks with its flurry of teeth and claws.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
WARLORD TRAIT!
WARLORD TRAIT!
Wolfkin: For the purposes of its Shock Assault ability, this WARLORD is always treated as having made a charge move, and makes D3 additional attacks instead of 1 as a result of that ability.

Deed of the Wolfkin: An enemy model is destroyed as the result of a melee attack made by this model.

Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, that unit is always treated as having made a charge move for the purposes of its Shock Assault ability.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CHARACTER, CAVALRY, WOLF GUARD, COMPANY CHAMPION, CANIS WOLFBORN


7

Captain Lysander

NoNAME  M WS BS S T W A Ld Sv Base
140
Captain Lysander (base: 40mm)
1
140
Captain Lysander
5" 2+ 2+ 4 4 6 4 9 2+ 40mm
Captain Lysander is a single model equipped with: Fist of Dorn. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fist of Dorn
Fist of Dorn
Melee
Melee
+6
-3
3
-
ABILITIES
ABILITIES
Angels of Death
Walking Fortress: This model has a 3+ invulnerable save.
Rites of Battle (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Icon of Obstinacy: While a friendly IMPERIAL FISTS unit is within 6" of this model, each time a Combat Attrition test is taken for that unit, it is automatically passed.
WARLORD TRAIT!
WARLORD TRAIT!
Indomitable: When resolving an attack made against this WARLORD, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, IMPERIAL FISTS
KEYWORDS: CHARACTER, INFANTRY, CAPTAIN, TERMINATOR, LYSANDER


6

Captain Sicarius

NoNAME  M WS BS S T W A Ld Sv Base
115
Captain Sicarius (base: 25mm)
1
115
Captain Sicarius
6" 2+ 2+ 4 4 5 4 9 2+ 25mm
Captain Sicarius is a single model equipped with: the Talassarian Tempest Blade; artisan plasma pistol; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Artisan plasma pistol
Artisan plasma pistol
12"
Pistol 1
8
-3
2
-
The Talassarian Tempest Blade
The Talassarian Tempest Blade
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
Battle-forged Heroes: At the start of the battle round, you can select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the end of that battle round, that unit has the Objective Secured ability.
WARLORD TRAIT!
WARLORD TRAIT!
Paragon of War: When resolving an attack made by this WARLORD, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, CAPTAIN, SICARIUS


5

Captain Tycho

NoNAME  M WS BS S T W A Ld Sv Base
95
Captain Tycho (base: 25mm)
1
95
Captain Tycho
6" 2+ 2+ 4 4 5 4 9 2+ 25mm
Captain Tycho is equipped with: Blood Song; bolt pistol; Dead Man’s Hand; frag grenades; krak grenades. Your army can only include one TYCHO model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Dead Man’s Hand
Dead Man’s Hand
Melee
Melee
User
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly BLOOD ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Abhor the Beast: Each time this model makes a melee attack against an ORK unit, add 1 to the Strength and Damage characteristics of that attack.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Selfless Valour: This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with this WARLORD, you can move them up to 6" instead of 3". All other rules for Heroic Interventions still apply.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, TYCHO, CAPTAIN TYCHO


5

Chaplain Cassius

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain Cassius (base: 32mm)
1
95
Chaplain Cassius
6" 2+ 3+ 4 5 4 3 9 3+ 32mm
Chaplain Cassius is a single model equipped with: Infernus; artificer crozius; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Infernus
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Infernus
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Artificer crozius
Artificer crozius
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Inspired Retribution (Aura): While a friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit is within 6" of this model, each time a model in that unit is destroyed by a melee attack, roll one D6: on a 6, the enemy unit that made the attack that destroyed your model suffers 1 mortal wound after it has fought.
PRIEST
PRIEST
This model knows the Litany of Hate and two other litanies from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite two litanies it knows that have not already been recited by a friendly model this turn. Roll one D6 for each: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Warden of Macragge: This WARLORD can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, PRIEST, CHAPLAIN, MASTER OF SANCTITY, CASSIUS


5

Chaplain Cassius

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain Cassius (base: 32mm)
1
95
Chaplain Cassius
6" 2+ 3+ 4 4 4 4 10 3+ 32mm
Chaplain Cassius is equipped with: Deathwatch bolt pistol; artificer crozius; frag grenades; krak grenades. Your army can only include one CHAPLAIN CASSIUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathwatch bolt pistol
Deathwatch bolt pistol
12"
Pistol 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
Artificer crozius
Artificer crozius
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders (Aura): While a friendly DEATHWATCH CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rosarius: This model has a 4+ invulnerable save.
Fiery Conviction: Each time this model recites a litany, add 1 to the roll to see if it is inspiring.

Designer’s Note: This datasheet is intended to represent Chaplain Cassius at an earlier point in his life than the datasheet presented in Codex Supplement: Ultramarines. As such, if you want to field a thematic Deathwatch army, we recommend that it does not contain both this unit and PRIMARIS units.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+ the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Optimised Priority (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6" of this WARLORD, that unit can make ranged attacks without that action failing.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CHARACTER, PRIEST, CHAPLAIN, CASSIUS


8

Chief Librarian Mephiston

NoNAME  M WS BS S T W A Ld Sv Base
155
Chief Librarian Mephiston (base: 40mm)
1
155
Chief Librarian Mephiston
7" 2+ 2+ 5 5 6 5 9 2+ 40mm
Chief Librarian Mephiston is equipped with: plasma pistol; Vitarus; frag grenades; krak grenades. Your army can only include one MEPHISTON model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Vitarus
Vitarus
Melee
Melee
x2
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Lord of Death: Each time this model would lose a wound, roll one D6: on a 5+ that wound is not lost.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent's Psychic phase. It knows Smite and three psychic powers from the Sanguinary discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Speed of the Primarch: At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, LIBRARIAN, PRIMARIS, PSYKER, CHIEF LIBRARIAN, MEPHISTON


7

Chief Librarian Tigurius

NoNAME  M WS BS S T W A Ld Sv Base
135
Chief Librarian Tigurius (base: 40mm)
1
135
Chief Librarian Tigurius
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
Chief Librarian Tigurius is a single model equipped with: bolt pistol; the Rod of Tigurius; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Rod of Tigurius
The Rod of Tigurius
Melee
Melee
+3
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Hood of Hellfire: When a Psychic test is taken for this model, you can re-roll the result. When a Psychic test or a Deny the Witch test is taken for this model, add 1 to the total.
Master of Prescience: At the start of the battle round, you can select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the end of that battle round, when resolving an attack against that unit, subtract 1 from that attack’s hit roll.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite and either three psychic powers from the Librarius discipline or three psychic powers from the Indomitus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Master of Strategy: Once per battle round, if this WARLORD is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this WARLORD. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN, CHIEF LIBRARIAN, TIGURIUS


5

Codicier Natorian

NoNAME  M WS BS S T W A Ld Sv Base
100
Codicier Natorian (base: 32mm)
1
100
Codicier Natorian
6" 2+ 3+ 4 4 4 3 9 3+ 32mm
Codicier Natorian is equipped with: Deathwatch bolt pistol; Duty’s Revelation; frag grenades; krak grenades. Your army can only include one CODICIER NATORIAN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathwatch bolt pistol
Deathwatch bolt pistol
12"
Pistol 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
Duty’s Revelation
Duty’s Revelation
Melee
Melee
+1
-4
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Battle-psyker: Each time this model attempts to manifest Smite or a Witchfire psychic power, add 1 to that Psychic test.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Nowhere to Hide (Aura): In your Command phase, you can select one enemy unit on the battlefield. Until the start of your next Command phase, while a friendly DEATHWATCH CORE unit is within 6" of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, it does not receive the benefit of cover to its saving throw against that attack.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CHARACTER, PSYKER, LIBRARIAN, CODICIER NATORIAN


9

Commander Dante

NoNAME  M WS BS S T W A Ld Sv Base
165
Commander Dante (base: 25mm)
1
165
Commander Dante
12" 2+ 2+ 4 4 6 6 9 2+ 25mm
Commander Dante is equipped with: inferno pistol; The Axe Mortalis; frag grenades; krak grenades. Your army can only include one COMMANDER DANTE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Inferno pistol
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
The Axe Mortalis
The Axe Mortalis
Melee
Melee
+3
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Death Mask of Sanguinius: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.
Iron Halo: This model has a 4+ invulnerable save.
Lord Regent of the Imperium Nihilus: If your army is Battle-forged, then when you select this model to be your WARLORD, you receive 1 additional Command point.
Chapter Master: In your Command phase, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly BLOOD ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Epic Hero of the Imperium: Once per battle, if this model is selected to use an Epic Deed Stratagem, that Stratagem costs 0 Command points.
WARLORD TRAIT!
WARLORD TRAIT!
Heroic Bearing:
  • Add 3" to the range of this WARLORD s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • This Warlord has the following ability: ‘Heroic Bearing (Aura): While a friendly BLOOD ANGELS CORE unit is within 9" of this WARLORD, add 1 to the Leadership characteristic of models in that unit.’
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, CHAPTER MASTER, JUMP PACK, FLY, COMMANDER DANTE


6

Deathwing Strikemaster

NoNAME  M WS BS S T W A Ld Sv Base
95
Deathwing Strikemaster (base: 40mm)
1
95
Deathwing Strikemaster
5" 2+ 2+ 4 4 5 3 8 2+ 40mm
A Deathwing Strikemaster is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+10
Mace of absolution
+10
Mace of absolution
Melee
Melee
x2
-2
3
-
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter and power fist can be replaced with 2 lightning claws.
 • This model’s storm bolter can be replaced with one of the following: 1 master-crafted power sword; 1 thunder hammer; 1 mace of absolution.
 • This model's power fist can be replaced with one of the following: 1 storm bolter (maximum 1 per model); 1 chainfist; 1 storm shield.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Tactical Precision (Aura): While a friendly DARK ANGELS CORE unit is within 6” of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Crux Terminatus: This model has a 5+ invulnerable save.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, DEATHWING, INNER CIRCLE, LIEUTENANT, DEATHWING STRIKEMASTER


7

Ezekiel

NoNAME  M WS BS S T W A Ld Sv Base
125
Ezekiel (base: 32mm)
1
125
Ezekiel
6" 2+ 2+ 4 4 5 3 9 2+ 32mm
Ezekiel is equipped with: Traitor’s Bane; The Deliverer; frag grenades; krak grenades. Your army can only include one EZEKIEL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
The Deliverer
The Deliverer
12"
Pistol 1
4
-1
2
-
Traitor’s Bane
Traitor’s Bane
Melee
Melee
+2
-3
D3
Each time an attack made with this weapon is allocated to a FALLEN or HERETIC ASTARTES unit, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a FALLEN or HERETIC ASTARTES unit, that attack has a Damage characteristic of 3.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Master Interromancer: Each time this model attempts to manifest a psychic power from the Interromancy discipline, add 1 to the Psychic test.
Book of Salvation (Aura): While a friendly DARK ANGELS CORE or DARK ANGELS CHARACTER unit is within 6" of this model, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability.
Keeper of the Keys: This model has a 4+ invulnerable save.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Interromancy discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Stubborn Tenacity: When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect as a result of this model being destroyed (e.g. Astartes Banner). If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, DEATHWING, INNER CIRCLE, PSYKER, LIBRARIAN, CHIEF LIBRARIAN, EZEKIEL


8

Gabriel Seth

NoNAME  M WS BS S T W A Ld Sv Base
160
Gabriel Seth (base: 25mm)
1
160
Gabriel Seth
6" 2+ 2+ 4 4 6 5 9 3+ 25mm
Gabriel Seth is equipped with: bolt pistol; Blood Reaver; frag grenades; krak grenades. Your army can only include one GABRIEL SETH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Blood Reaver
Blood Reaver
Melee
Melee
x2
-2
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Whirlwind of Gore: At the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.
Lord of Slaughter (Aura): While a friendly FLESH TEARERS CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, on an unmodified wound roll of 6, the Damage characteristic of that attack is increased by 1.
Chapter Master: In your Command phase, select one friendly FLESH TEARERS CORE or FLESH TEARERS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly FLESH TEARERS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Merciless Butcher: Each time this WARLORD is selected to fight, make 1 additional attack with one of its melee weapons for every five enemy models within 3" of it (to a maximum of 3 additional attacks).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, FLESH TEARERS
KEYWORDS: INFANTRY, CHAPTER MASTER, CHARACTER, GABRIEL SETH


7

Harald Deathwolf

NoNAME  M WS BS S T W A Ld Sv Base
140
Harald Deathwolf (base: 60mm)
1
140
Harald Deathwolf
10" 2+ 2+ 4 5 7 5 9 3+ 60mm
Harald Deathwolf is equipped with: bolt pistol; crushing teeth and claws; Glacius; frag grenades; krak grenades; storm shield. Your army can only include one HARALD DEATHWOLF model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Glacius
Glacius
Melee
Melee
+2
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
ABILITIES
ABILITIES
Angels of Death, Outflank, Swift Hunters
Lord of the Wolfkin (Aura): While a friendly SPACE WOLVES CAVALRY or SPACE WOLVES BEAST unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Mantle of the Troll King: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
WARLORD TRAIT!
WARLORD TRAIT!
Hunter:
  • Add 1 to Advance and charge rolls made for this WARLORD.
  • This WARLORD is eligible to charge in a turn in which it Advanced or Fell Back.

Deed of the Hunter: Successfully charge an enemy unit with this model.

Saga of the Hunter (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, that unit is eligible to declare a charge in a turn in which they Advanced. While a friendly SPACE WOLVES CORE unit with the Swift Hunters ability is within 6" of this model, that unit is eligible to declare a charge in a turn in which they Fell Back.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CAVALRY, CHARACTER, CAPTAIN, HARALD DEATHWOLF


5

Interrogator-Chaplain

NoNAME  M WS BS S T W A Ld Sv Base
85
Interrogator-Chaplain (base: 32mm)
1
85
Interrogator-Chaplain
6" 2+ 3+ 4 4 5 4 9 3+ 32mm
An Interrogator-Chaplain is equipped with: bolt pistol; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+25
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • This model may be equipped with 1 power fist.
 • This model may be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death, Inner Circle
Aura of Dread (Aura): While an enemy unit is within 6" of this model, it counts as being below Half Strength.
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, DEATHWING, INNER CIRCLE, PRIEST, CHAPLAIN, INTERROGATOR-CHAPLAIN


6

Interrogator-Chaplain in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
100
Interrogator-Chaplain in Terminator Armour (base: 40mm)
1
100
Interrogator-Chaplain in Terminator Armour
5" 2+ 3+ 4 4 6 4 9 2+ 40mm
An Interrogator-Chaplain in Terminator Armour is equipped with: storm bolter; crozius arcanum.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter can be replaced with 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Aura of Dread (Aura): While an enemy unit is within 6" of this model, it counts as being below Half Strength.
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, DEATHWING, INNER CIRCLE, PRIEST, CHAPLAIN, INTERROGATOR-CHAPLAIN


8

Iron Father Feirros

NoNAME  M WS BS S T W A Ld Sv Base
160
Iron Father Feirros (base: 40mm)
1
160
Iron Father Feirros
5" 3+ 2+ 4 5 7 5 9 2+ 40mm
Iron Father Feirros is a single model equipped with: bolt pistol; Gorgon’s Wrath; Harrowhand; 2 servo-arms. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Gorgon’s Wrath
Gorgon’s Wrath
36"
Heavy 3
5
-2
2
-
Harrowhand
Harrowhand
Melee
Melee
+3
-2
2
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
ABILITIES
ABILITIES
Angels of Death
Signum Array: In your Command phase, select one friendly IRON HANDS unit within 3" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
Artificer Bionics: When this model would lose a wound, roll one D6; on a 5+ that wound is not lost.
Rites of Tempering: INFANTRY models in friendly IRON HANDS units have a 5+ invulnerable save whilst their unit is within 6" of this model.
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly IRON HANDS VEHICLE model within 3" of it. That VEHICLE model regains up to 3 lost wounds. Each model can only be repaired once per turn.
WARLORD TRAIT!
WARLORD TRAIT!
Student of History: When this WARLORD consolidates, they can move up to 6" instead of 3", and do not have to end this move closer to the nearest enemy model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, IRON HANDS
KEYWORDS: CHARACTER, INFANTRY, MK X GRAVIS, PRIMARIS, IRON FATHER, MASTER OF THE FORGE, TECHMARINE, FEIRROS


7

Kayvaan Shrike

NoNAME  M WS BS S T W A Ld Sv Base
135
Kayvaan Shrike (base: 40mm)
1
135
Kayvaan Shrike
14" 2+ 2+ 4 4 6 6 9 3+ 40mm
Kayvaan Shrike is a single model equipped with: Blackout; the Raven’s Talons; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blackout
Blackout
18"
Pistol 2
4
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Raven’s Talons
Raven’s Talons
Melee
Melee
User
-3
2
When resolving an attack made with this weapon, you can re-roll the wound roll.
When resolving an attack made with this weapon, you can re-roll the wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Chapter Master: In your Command phase, select one friendly RAVEN GUARD CORE or RAVEN GUARD CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Diving Charge: After this model finishes a charge move, you can select one enemy unit within Engagement Range of it and roll one D6: on a 4+, that enemy unit suffers 1 mortal wound.
Iron Halo: This model has a 4+ invulnerable save.
Winged Deliverance (Aura): You can re-roll charge rolls made for RAVEN GUARD JUMP PACK and RAVEN GUARD PHOBOS units if they are within 6" of this model when the roll is made.
Death From Above: During deployment you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Rites of Battle (Aura): While a friendly RAVEN GUARD CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Shadowmaster: Enemy units cannot fire Overwatch at this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RAVEN GUARD
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, JUMP PACK, PHOBOS, PRIMARIS, FLY, KAYVAAN SHRIKE


6

Khan on Bike

NoNAME  M WS BS S T W A Ld Sv Base
110
Khan on Bike (base: 75 x 25mm)
1
110
Khan on Bike
14" 2+ 2+ 4 5 6 4 9 3+ 75 x 25mm
A Khan on Bike is a single model equipped with: twin boltgun; khan’s spear; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Khan’s spear
Khan’s spear
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon in a turn in which the bearer made a charge move or performed a Heroic Intervention, this weapon has a Strength characteristic of x2 for that attack.
When resolving an attack made with this weapon in a turn in which the bearer made a charge move or performed a Heroic Intervention, this weapon has a Strength characteristic of x2 for that attack.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly WHITE SCARS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
Buckler: When resolving an attack made with a melee weapon against this model, add 1 to the saving throw. Invulnerable saves are not affected.
Turbo-boost: When this model Advances, add 6" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, WHITE SCARS
KEYWORDS: CHARACTER, BIKER, CAPTAIN, KHAN


6

Kor’sarro Khan

NoNAME  M WS BS S T W A Ld Sv Base
110
Kor’sarro Khan (base: 40mm)
1
110
Kor’sarro Khan
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
Kor’sarro Khan is a single model equipped with: bolt pistol; Moonfang; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Moonfang
Moonfang
Melee
Melee
+2
-3
D3
When resolving an attack made with this weapon against a CHARACTER unit, you can re-roll the wound roll and you can re-roll the damage roll.
When resolving an attack made with this weapon against a CHARACTER unit, you can re-roll the wound roll and you can re-roll the damage roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
For the Khan! (Aura): While a friendly WHITE SCARS CORE or WHITE SCARS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, if its unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly WHITE SCARS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Anzuq: When this model is chosen to shoot with in your Shooting phase, you can select one enemy unit that is not a VEHICLE and is within 12" of this model. Roll one D6; on a 4+ that unit suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Trophy Taker: When this WARLORD destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, WHITE SCARS
KEYWORDS: CHARACTER, INFANTRY, PRIMARIS, CAPTAIN, KOR’SARRO KHAN


5

Krom Dragongaze

NoNAME  M WS BS S T W A Ld Sv Base
100
Krom Dragongaze (base: 32mm)
1
100
Krom Dragongaze
6" 2+ 2+ 4 4 5 5 9 3+ 32mm
Krom Dragongaze is equipped with: bolt pistol; Wyrmclaw; frag grenades; krak grenades. Your army can only include one KROM DRAGONGAZE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Wyrmclaw
Wyrmclaw
Melee
Melee
+3
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Belt of Russ: This model has a 4+ invulnerable save.
The Fierce-eye (Aura): While an enemy unit is within 3" of this model, subtract 1 from Combat Attrition tests taken for models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Warrior Born: At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Deed of the Warrior Born: An enemy CHARACTER model is destroyed as the result of a melee attack made by this model.

Saga of the Warrior Born (Aura): At the start of the Fight phase, each friendly SPACE WOLVES CORE unit that is within 6" of this model and within Engagement Range of any enemy units fights first that phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, KROM DRAGONGAZE


6

Lazarus

NoNAME  M WS BS S T W A Ld Sv Base
110
Lazarus (base: 40mm)
1
110
Lazarus
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
Lazarus is equipped with: bolt pistol; Enmity’s Edge; frag grenades; krak grenades. Your army can only include one LAZARUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Enmity’s Edge
Enmity’s Edge
Melee
Melee
+2
-4
2
Each time an attack made with this weapon is allocated to a PSYKER model, that attack has a Damage characteristic of 4.
Each time an attack made with this weapon is allocated to a PSYKER model, that attack has a Damage characteristic of 4.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle
Intractable Will: When this model is destroyed, if it is within Engagement Range of any enemy units, do not remove it from play: it can, after the attacking model’s unit has finished making its attacks, be selected to fight, even if it has already fought this phase. After resolving these attacks, this model is removed. This ability is not cumulative with the Astartes Banner ability or the Only in Death Does Duty End Stratagem – this ability takes precedence.
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
The Spiritshield Helm (Aura): While a friendly DARK ANGELS unit is within 6" of this model, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6, adding 1 to the result if it is this model that would lose a wound: on a 5+, that wound is not lost.
WARLORD TRAIT!
WARLORD TRAIT!
Brilliant Strategist: In your Command phase, you can select one friendly DARK ANGELS unit within 6" of this WARLORD. Until the start of your next Command phase:
  • Each time a model in that unit makes an attack, if the Tactical Doctrine is active for your army, then the Devastator Doctrine is considered to be active for that attack instead.
  • Each time a model in that unit makes an attack, if the Assault Doctrine is active for your army, then the Tactical Doctrine considered to be active for that attack instead.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, PRIMARIS, INNER CIRCLE, CAPTAIN, LAZARUS


6

Lemartes

NoNAME  M WS BS S T W A Ld Sv Base
120
Lemartes (base: 25mm)
1
120
Lemartes
12" 2+ 3+ 4 4 4 4 9 3+ 25mm
Lemartes is equipped with: bolt pistol; The Blood Crozius; frag grenades; krak grenades. Your army can only include one LEMARTES model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Blood Crozius
The Blood Crozius
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Black Rage, Death From Above
Fury Unbound: While a friendly BLOOD ANGELS DEATH COMPANY CORE or BLOOD ANGELS DEATH COMPANY CHARACTER unit is within 6" of this model, you can re-roll charge rolls made for that unit.
Light in the Dark (Aura): While a friendly BLOOD ANGELS DEATH COMPANY unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rosarius: This model has a 4+ invulnerable save.
Guardian of the Lost: Each time this model recites a litany, if that litany instructs you to select a friendly unit, that unit must have the DEATH COMPANY keyword in addition to any other required keywords or it cannot be selected. Each time this model recites a litany, if that litany is an aura ability, then units are only affected by that ability if they have the DEATH COMPANY keyword in addition to any other required keywords.
PRIEST
PRIEST
This model knows the Litany of Hate and two other litanies from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite up to two litanies it knows, even if they have already been recited by another friendly model that battle round (a unit cannot be affected by the same litany more than once per battle round, however). Roll one D6: on a 3+ the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Soulwarden (Aura): While a friendly BLOOD ANGELS unit is within 6" of this WARLORD, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, JUMP PACK, FLY, PRIEST, DEATH COMPANY, CHAPLAIN, LEMARTES


8

Librarian Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
150
Librarian Dreadnought (base: 60mm)
1
150
Librarian Dreadnought
6" 3+ 3+ 6 7 8 4 9 3+ 60mm
A Librarian Dreadnought is equipped with: storm bolter; Furioso fist; Furioso force halberd.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Meltagun
+5
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Furioso fist
Furioso fist
Melee
Melee
x2
-3
3
-
Furioso force halberd
Furioso force halberd
Melee
Melee
+2
-3
D3+3
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter can be replaced with one of the following: 1 heavy flamer; 1 meltagun.
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent's Psychic phase. It knows Smite and two psychic powers from the Sanguinary discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: VEHICLE, CHARACTER, DREADNOUGHT, SMOKESCREEN, LIBRARIAN, PSYKER, LIBRARIAN DREADNOUGHT


8

Logan Grimnar

NoNAME  M WS BS S T W A Ld Sv Base
155
Logan Grimnar (base: 40mm)
1
155
Logan Grimnar
5" 2+ 2+ 4 4 7 5 9 2+ 40mm
Logan Grimnar is equipped with: storm bolter; the Axe Morkai. Your army can only include one LOGAN GRIMNAR model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - One-handed
 - One-handed
Melee
Melee
+2
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Two-handed
 - Two-handed
Melee
Melee
x2
-3
3
-
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Chapter Master: In your Command phase, select one friendly SPACE WOLVES CORE or SPACE WOLVES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
High King of Fenris: If this model is your WARLORD, it is always treated as having completed the Deed associated with its Warlord Trait.
Belt of Russ: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Aura of Majesty:
  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CHAPTER MASTER, LOGAN GRIMNAR


9

Logan Grimnar on Stormrider

NoNAME  M WS BS S T W! A Ld Sv Base
180
Logan Grimnar on Stormrider (base: 120 x 92mm)
1
180
Logan Grimnar on Stormrider
10" 2+ 2+ 4 6 7-14 5 9 2+ 120 x 92mm
7" 2+ 2+ 4 6 4-6 5 9 2+
4" 2+ 2+ 4 6 1-3 5 9 2+
Logan Grimnar on Stormrider is equipped with: storm bolter; the Axe Morkai; flurry of teeth and claws. Your army can only include one LOGAN GRIMNAR model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - One-handed
 - One-handed
Melee
Melee
+2
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Two-handed
 - Two-handed
Melee
Melee
x2
-3
3
-
Flurry of teeth and claws
Flurry of teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 6 additional attacks with this weapon.
Each time the bearer fights, it makes 6 additional attacks with this weapon.
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
Belt of Russ: This model has a 4+ invulnerable save.
High King of Fenris: If this model is your WARLORD, it is always treated as having completed the Deed associated with its Warlord Trait.
Chapter Master: In your Command phase, select one friendly SPACE WOLVES CORE or SPACE WOLVES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Aura of Majesty:
  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CHARIOT, CHARACTER, STORMRIDER, CHAPTER MASTER, LOGAN GRIMNAR


11

Marneus Calgar

NoNAME  M WS BS S T W A Ld Sv Base
210
Marneus Calgar (base: 50mm)
1
210
Marneus Calgar
6" 2+ 2+ 4 5 8 6 9 2+ 50mm
Marneus Calgar is a single model equipped with: the Gauntlets of Ultramar. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauntlets of Ultramar (shooting)
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
Gauntlets of Ultramar (melee)
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
ABILITIES
ABILITIES
Angels of Death
Armour of Heraclus: This model has a 4+ invulnerable save. In addition, all damage suffered by Marneus Calgar is halved (rounding up).
Master Tactician: If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your Warlord.
Chapter Master: In your Command phase, select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Adept of the Codex: Whilst this WARLORD is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, MK X GRAVIS, PRIMARIS, CHAPTER MASTER, MARNEUS CALGAR


7

Njal Stormcaller

NoNAME  M WS BS S T W A Ld Sv Base
140
Njal Stormcaller (base: 40mm)
1
140
Njal Stormcaller
5" 2+ 2+ 4 4 6 3 9 2+ 40mm
Njal Stormcaller is equipped with: bolt pistol; Nightwing; Staff of the Stormcaller. Your army can only include one NJAL STORMCALLER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Nightwing
Nightwing
12"
Assault 3
3
0
1
-
Staff of the Stormcaller
Staff of the Stormcaller
Melee
Melee
+3
-2
D3
-
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Lord of Tempests: Add 1 to Psychic tests taken for this model.
Staff of the Stormcaller: You can re-roll Deny the Witch tests taken for this model.
Runic Armour: This model has a 5+ invulnerable save.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Tempestas discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Resolve of the Bear:
  • Each time this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost.
  • Each time an attack is made against this WARLORD, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.

Deed of the Bear: This model loses any wounds.

Saga of the Bear (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, PSYKER, LIBRARIAN, CHIEF LIBRARIAN, TERMINATOR, NJAL STORMCALLER


8

Pedro Kantor

NoNAME  M WS BS S T W A Ld Sv Base
155
Pedro Kantor (base: 25mm)
1
155
Pedro Kantor
6" 2+ 2+ 4 4 6 5 9 2+ 25mm
Pedro Kantor is a single model equipped with: Dorn’s Arrow; power fist; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dorn’s Arrow
Dorn’s Arrow
24"
Assault 4
4
-1
2
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Chapter Master: In your Command phase, select one friendly CRIMSON FISTS CORE or CRIMSON FISTS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Oath of Rynn (Aura): While a friendly CRIMSON FISTS CORE unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CRIMSON FISTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Stoic Defender (Aura): While a friendly CRIMSON FISTS CORE or CRIMSON FISTS CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a unit already has this ability, each model in that unit counts as one additional model for the purposes of determining control of objective markers.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, CRIMSON FISTS
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, PEDRO KANTOR


7

Ragnar Blackmane

NoNAME  M WS BS S T W A Ld Sv Base
130
Ragnar Blackmane (base: 40mm)
1
130
Ragnar Blackmane
6" 2+ 2+ 4 4 6 7 9 3+ 40mm
Ragnar Blackmane is equipped with: bolt pistol; Frostfang; frag grenades; krak grenades. Your army can only include one RAGNAR BLACKMANE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Frostfang
Frostfang
Melee
Melee
+2
-4
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
War Howl (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, you can re-roll charge rolls made for that unit.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Berserker Rage: This model makes 3 additional attacks instead of 1 as a result of its Shock Assault ability.
Battle-lust (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time that unit makes a consolidation move, models in that unit can move an additional 3".
Belt of Russ: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Warrior Born: At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Deed of the Warrior Born: An enemy CHARACTER model is destroyed as the result of a melee attack made by this model.

Saga of the Warrior Born (Aura): At the start of the Fight phase, each friendly SPACE WOLVES CORE unit that is within 6" of this model and within Engagement Range of any enemy units fights first that phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, CAPTAIN, RAGNAR BLACKMANE


8

Ravenwing Talonmaster

NoNAME  M WS BS S T W A Ld Sv Base
175
Ravenwing Talonmaster (base: 65mm)
1
175
Ravenwing Talonmaster
18" 2+ 2+ 4 6 8 3 8 3+ 65mm
A Ravenwing Talonmaster is equipped with: twin assault cannon; twin heavy bolter; power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Jink
Tactical Precision (Aura): While a friendly DARK ANGELS CORE unit is within 6” of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
No Escape (Aura): In your Command phase, you can select one enemy unit visible to this model. Until the start of your next Command phase, while a friendly DARK ANGELS RAVENWING CORE unit is within 6" of this model, each time a model in that RAVENWING unit makes an attack, that enemy unit does not receive the benefits of cover to its saving throw against that attack.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, VEHICLE, LAND SPEEDER, FLY, RAVENWING, INNER CIRCLE, LIEUTENANT, RAVENWING TALONMASTER


8

Sammael

NoNAME  M WS BS S T W A Ld Sv Base
150
Sammael (base: 40mm)
1
150
Sammael
15" 2+ 2+ 4 5 8 4 9 3+ 40mm
Sammael is equipped with: bolt pistol; master-crafted plasma cannon; twin storm bolter; Raven Sword; frag grenades; krak grenades. Your army can only include one SAMMAEL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted plasma cannon
Master-crafted plasma cannon
36"
Heavy D3
8
-4
2
Blast
Blast
Twin storm bolter
Twin storm bolter
24"
Rapid Fire 4
4
0
1
-
Raven Sword
Raven Sword
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, if the bearer made a charge move this turn, that attack has a Strength characteristic of x2.
Each time an attack is made with this weapon, if the bearer made a charge move this turn, that attack has a Strength characteristic of x2.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Jink
Iron Halo: This model has a 4+ invulnerable save.
Grand Master of the Ravenwing: In your Command phase, select one friendly RAVENWING CORE or RAVENWING CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
WARLORD TRAIT!
WARLORD TRAIT!
Master of Manoeuvre: This WARLORD is eligible to either shoot or charge in a turn in which it Fell Back.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, FLY, BIKER, RAVENWING, INNER CIRCLE, CAPTAIN, SAMMAEL


5

Sanguinary Priest

NoNAME  M WS BS S T W A Ld Sv Base
90
Sanguinary Priest (base: 32mm)
1
90
Sanguinary Priest
6" 2+ 3+ 4 4 4 3 9 3+ 32mm
A Sanguinary Priest is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 jump pack (Power Rating +1).
ABILITIES
ABILITIES
Angels of Death
Narthecium (Aura): While a friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly BLOOD ANGELS INFANTRY or BLOOD ANGELS BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Blood Chalice: In your Command phase, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) within 6" of this model. Until the start of your next Command phase, if the Tactical Doctrine or Devastator Doctrine is active for your army, then each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, APOTHECARY, SANGUINARY PRIEST


2

Sergeant Chronus

NoNAME  M WS BS S T W A Ld Sv Base
35
Sergeant Chronus (base: 25mm)
1
35
Sergeant Chronus
6" 3+ 2+ 4 4 4 2 8 3+ 25mm
Sergeant Chronus is a single model equipped with: bolt pistol; servo-arm; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Tank Commander: Instead of being set up on the battlefield during deployment, this model must begin the battle commanding a tank. When mustering your army, select one ULTRAMARINES VEHICLE model from your army for Sergeant Chronus to command that has one of the following keywords:

RHINO
RAZORBACK
PREDATOR
VINDICATOR
WHIRLWIND
HUNTER
STALKER
LAND RAIDER

Whilst a VEHICLE model is being commanded by Sergeant Chronus, it has a 2+ Ballistic Skill (even when it has suffered damage) and gains the CHARACTER and SERGEANT CHRONUS keywords. In addition, at the start of your turn, that model regains 1 lost wound. Whilst commanding a tank, Sergeant Chronus cannot attack with his bolt pistol, servo-arm, frag grenades or krak grenades.

If a VEHICLE model being commanded by Sergeant Chronus is destroyed, set up this model within 6" of that VEHICLE model in the same manner as a model disembarking from a transport.
WARLORD TRAIT!
WARLORD TRAIT!
Calm Under Fire (Aura): While a friendly ULTRAMARINES unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack in a turn in which it Fell Back, do not subtract 1 from that attack’s hit roll due to the Codex Discipline Chapter Tactic.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, SERGEANT CHRONUS


3

Sergeant Telion

NoNAME  M WS BS S T W A Ld Sv Base
70
Sergeant Telion (base: 25mm)
1
70
Sergeant Telion
7" 3+ 2+ 4 4 4 2 8 4+ 25mm
Sergeant Telion is a single model equipped with: Quietus; bolt pistol; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Quietus
Quietus
36"
Heavy 2
4
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Voice of Experience: At the start of your Shooting phase, you can select one friendly ULTRAMARINES SCOUT unit within 3" of this model; models in that unit have a Ballistic Skill characteristic of 2+ until the end of that phase.
Camo Cloak: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Concealed Positions: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
WARLORD TRAIT!
WARLORD TRAIT!
Master of Strategy: Once per battle round, if this WARLORD is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this WARLORD. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, SCOUT, SERGEANT TELION


9

The Sanguinor

NoNAME  M WS BS S T W A Ld Sv Base
150
The Sanguinor (base: 25mm)
1
150
The Sanguinor
12" 2+ 2+ 4 4 5 5 9 2+ 25mm
The Sanguinor is equipped with: encarmine broadsword; frag grenades; krak grenades. Your army can only include one THE SANGUINOR model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Encarmine broadsword
Encarmine broadsword
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to the normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Aura of Fervour (Aura): While a friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit is within 6" of this model, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability or the Honour Vehement Relic.
Angelic Visage: Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Iron Halo: This model has a 4+ invulnerable save.
Miraculous Saviour: At the end of the Heroic Interventions step of your opponent’s Charge phase, if this model has not yet been set up on the battlefield, and if any enemy units finished a charge move within Engagement Range of any friendly BLOOD ANGELS units this phase, you can set up this model within Engagement Range of one of those enemy units. This model counts as having performed a Heroic Intervention in the turn it uses this ability.
Avenging Angel: This model is eligible to declare a charge with even if it Fell Back this turn. This model is eligible to perform a Heroic Intervention if it is within 6” horizontally and 5” vertically of any enemy unit, instead of 3” horizontally and 5” vertically. Each time this model makes a Heroic Intervention move, it can move up to 6” instead of 3”. All other rules for Heroic Interventions still apply.
WARLORD TRAIT!
WARLORD TRAIT!
Heroic Bearing:
  • Add 3" to the range of this WARLORD s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • This Warlord has the following ability: ‘Heroic Bearing (Aura): While a friendly BLOOD ANGELS CORE unit is within 9" of this WARLORD, add 1 to the Leadership characteristic of models in that unit.’
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, JUMP PACK, FLY, THE SANGUINOR


8

Tor Garadon

NoNAME  M WS BS S T W A Ld Sv Base
145
Tor Garadon (base: 40mm)
1
145
Tor Garadon
5" 2+ 2+ 4 5 7 5 9 3+ 40mm
Tor Garadon is a single model equipped with: grav-gun; Hand of Defiance. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grav-gun
Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Hand of Defiance
Hand of Defiance
Melee
Melee
x3
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Signum Array: In your Command phase, select one friendly IMPERIAL FISTS unit within 3" of this model. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.
Siege Captain: When resolving an attack made by this model against a VEHICLE or BUILDING unit, add 1 to the Damage characteristic of the weapon being used for that attack.
WARLORD TRAIT!
WARLORD TRAIT!
Siege Master: When resolving an attack made by this WARLORD against a BUILDING or VEHICLE unit, add 1 to the wound roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, IMPERIAL FISTS
KEYWORDS: CHARACTER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN, TOR GARADON


5

Tycho the Lost

NoNAME  M WS BS S T W A Ld Sv Base
100
Tycho the Lost (base: 25mm)
1
100
Tycho the Lost
6" 2+ 2+ 4 4 5 4 9 2+ 25mm
Tycho the Lost is a equipped with: Blood Song; bolt pistol; Dead Man’s Hand; frag grenades; krak grenades. Your army can only include one TYCHO model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Dead Man’s Hand
Dead Man’s Hand
Melee
Melee
User
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Black Rage, Death Visions
Forlorn Hero (Aura): While a friendly BLOOD ANGELS DEATH COMPANY CORE unit is within 9" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Abhor the Beast: Each time this model makes a melee attack against an ORK unit, add 1 to the Strength and Damage characteristics of that attack.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Selfless Valour: This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with this WARLORD, you can move them up to 6" instead of 3". All other rules for Heroic Interventions still apply.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, DEATH COMPANY, TYCHO, TYCHO THE LOST


6

Ulrik the Slayer

NoNAME  M WS BS S T W A Ld Sv Base
110
Ulrik the Slayer (base: 32mm)
1
110
Ulrik the Slayer
6" 2+ 2+ 4 4 5 4 9 3+ 32mm
Ulrik the Slayer is equipped with: plasma pistol; artificer crozius; frag grenades; krak grenades. Your army can only include one ULRIK THE SLAYER.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Artificer crozius
Artificer crozius
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Wolf Helm of Russ (Aura): While a friendly SPACE WOLVES CORE unit is within 9" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Slayer’s Oath: If an enemy CHARACTER or MONSTER model is destroyed by an attack made by this model, then until the end of the battle, do not roll to see if litanies recited by this model are inspiring; they are automatically inspiring.
Wolf Amulet: This model has a 4+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate and two other litanies from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite two litanies it knows that have not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Aura of Majesty:
  • Add 3" to the range of this WARLORD’s Rites of Battle, Tactical Precision, Chapter Master and Spiritual Leaders abilities (to a maximum of 9").
  • Add 3" to the range of any litanies recited by this WARLORD (to a maximum of 9").

Deed of Majesty: At the start of your Command phase, this model is within range of an objective marker that is more than 6" away from your deployment zone.

Saga of Majesty (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a Morale test is taken for that unit, it is automatically passed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, CHAPLAIN, MASTER OF SANCTITY, WOLF PRIEST, PRIEST, ULRIK THE SLAYER


7

Vulkan He’stan

NoNAME  M WS BS S T W A Ld Sv Base
135
Vulkan He’stan (base: 25mm)
1
135
Vulkan He’stan
6" 2+ 2+ 4 4 5 4 9 2+ 25mm
Vulkan He’stan is a single model equipped with: bolt pistol; Gauntlet of the Forge; Spear of Vulkan; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Gauntlet of the Forge
Gauntlet of the Forge
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Spear of Vulkan
Spear of Vulkan
Melee
Melee
+2
-2
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly SALAMANDERS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Kesare’s Mantle: This model has a 3+ invulnerable save.
Forgefather: In your Command phase, select one friendly SALAMANDERS CORE or SALAMANDERS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack with a flame or melta weapon, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.
WARLORD TRAIT!
WARLORD TRAIT!
Anvil of Strength: Add 2 to the Strength characteristic of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SALAMANDERS
KEYWORDS: CHARACTER, INFANTRY, CAPTAIN, VULKAN HE’STAN


6

Watch Captain Artemis

NoNAME  M WS BS S T W A Ld Sv Base
105
Watch Captain Artemis (base: 32mm)
1
105
Watch Captain Artemis
6" 2+ 2+ 4 4 5 4 9 3+ 32mm
Watch Captain Artemis is equipped with: Hellfire Extremis; master-crafted power sword; stasis grenade; frag grenades; krak grenades. Your army can only include one WATCH CAPTAIN ARTEMIS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellfire Extremis
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Hellfire Extremis
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Hellfire flamer
 - Hellfire flamer
12"
Assault D6
2
0
1
Each time an attack is made with this weapon, that attack automatically hits the target, and unless that target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
Each time an attack is made with this weapon, that attack automatically hits the target, and unless that target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Stasis grenade
Stasis grenade
6"
Grenade 1
-
-
-
This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, the target suffers D6 mortal wounds and the attack sequence ends.
This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, the target suffers D6 mortal wounds and the attack sequence ends.
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly DEATHWATCH CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Unstoppable Champion: Each time this model would lose a wound, roll one D6; on a 6, that wound is not lost.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Vigilance Incarnate: In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6" of this WARLORD. Each time you do, select one Battlefield Role; until the start of your next Command phase, each time a model in that unit makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, WATCH CAPTAIN ARTEMIS


7

Watch Master

NoNAME  M WS BS S T W A Ld Sv Base
130
Watch Master (base: 32mm)
1
130
Watch Master
6" 2+ 2+ 4 4 6 4 9 2+ 32mm
A Watch Master is equipped with: vigil spear; frag grenades; krak grenades. Your army can only include one WATCH MASTER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Vigil spear (shooting)
Vigil spear (shooting)
24"
Rapid Fire 1
4
-1
2
Special-issue Ammunition
Special-issue Ammunition
Vigil spear (melee)
Vigil spear (melee)
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Watch Master: In your Command phase, select one friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Rites of Battle (Aura): While a friendly DEATHWATCH CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CHARACTER, WATCH MASTER


5

Wolf Guard Battle Leader in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
85
Wolf Guard Battle Leader in Terminator Armour (base: 40mm)
1
85
Wolf Guard Battle Leader in Terminator Armour
5" 2+ 2+ 4 4 5 3 8 2+ 40mm
A Wolf Guard Battle Leader in Terminator Armour is equipped with: storm bolter; power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+15
Thunder hammer
+15
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 thunder hammer; 1 storm shield.
 • This model’s storm bolter can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 thunder hammer; 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Tactical Precision (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, LIEUTENANT, WOLF GUARD, BATTLE LEADER


6

Wolf Guard Battle Leader on Thunderwolf

NoNAME  M WS BS S T W A Ld Sv Base
95
Wolf Guard Battle Leader on Thunderwolf (base: 60mm)
1
95
Wolf Guard Battle Leader on Thunderwolf
10" 2+ 2+ 4 5 6 3 8 3+ 60mm
A Wolf Guard Battle Leader on Thunderwolf is equipped with: bolt pistol; Astartes chainsword; crushing teeth and claws; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Astartes chainsword can be replaced with one of the following: 1 item from the Melee Weapons list; 1 storm shield.
 • This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 plasma pistol; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list.
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
Tactical Precision (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CAVALRY, CHARACTER, LIEUTENANT, WOLF GUARD BATTLE LEADER


7

Wolf Lord on Thunderwolf

NoNAME  M WS BS S T W A Ld Sv Base
110
Wolf Lord on Thunderwolf (base: 60mm)
1
110
Wolf Lord on Thunderwolf
10" 2+ 2+ 4 5 7 4 9 3+ 60mm
A Wolf Lord on Thunderwolf is equipped with: bolt pistol; Astartes chainsword; crushing teeth and claws; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Astartes chainsword can be replaced with one of the following: 1 plasma pistol; 1 item from the Melee Weapons list; 1 storm shield.
 • This model’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 plasma pistol; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list.
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
Belt of Russ: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly SPACE WOLVES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CAVALRY, CHARACTER, CAPTAIN, WOLF LORD


11

Marneus Calgar in Armour of Heraclus

NoNAME  M WS BS S T W A Ld Sv Base
200
Marneus Calgar in Armour of Heraclus (base: 50mm)
1
200
Marneus Calgar in Armour of Heraclus
6" 2+ 2+ 4 5 8 6 9 2+ 50mm
Marneus Calgar in Armour of Heraclus is a single model armed with the Gauntlets of Ultramar. Only one MARNEUS CALGAR may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauntlets of Ultramar (shooting)
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
Gauntlets of Ultramar (melee)
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
ABILITIES
ABILITIES
And They Shall Know No Fear, Bolter Discipline
Armour of Heraclus: Marneus Calgar has a 4+ invulnerable save. In addition, all damage suffered by Marneus Calgar is halved (rounding up).
Chapter Master: In your Command phase, select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Master Tactician: If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your Warlord.
WARLORD TRAIT!
WARLORD TRAIT!
Adept of the Codex: Whilst this WARLORD is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, MK X GRAVIS, PRIMARIS, CHAPTER MASTER, MARNEUS CALGAR


5

Chaplain Grimaldus

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain Grimaldus (base: 25mm)
1
95
Chaplain Grimaldus
6" 2+ 3+ 4 4 4 3 9 3+ 25mm
Chaplain Grimaldus is equipped with: plasma pistol; artificer crozius; frag grenades; krak grenades. Your army can only include one CHAPLAIN GRIMALDUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Artificer crozius
Artificer crozius
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders (Aura): While a friendly BLACK TEMPLARS CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Devout Puritan: This model can attempt to resist one psychic power in your opponent’s Psychic phase in the same manner as a PSYKER by taking a Deny the Witch test.
Unmatched Zeal (Aura): While a friendly BLACK TEMPLARS CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, on an unmodified hit roll of 6 you can make 1 additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
Rosarius: This model has a 4+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate and either two litanies from the Litanies of Battle or two litanies from the Litanies of the Devout. In your Command phase, if this model is on the battlefield, it can recite two litanies it knows that have not already been recited by a friendly model that battle round. Each time, roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Epitome of Piety:
  • This WARLORD can attempt to deny one psychic power in each of your opponent’s Psychic phases in the same manner as a PSYKER. This is cumulative with other, similar rules that allow a model to attempt to deny a psychic power (e.g. Chaplain Grimaldus’ Devout Puritan ability).
  • Add 1 to Deny the Witch tests taken for this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS
KEYWORDS: CHARACTER, INFANTRY, PRIEST, CHAPLAIN, CHAPLAIN GRIMALDUS


8

High Marshal Helbrecht

NoNAME  M WS BS S T W A Ld Sv Base
155
High Marshal Helbrecht (base: 25mm)
1
155
High Marshal Helbrecht
6" 2+ 2+ 4 4 6 5 9 2+ 25mm
High Marshal Helbrecht is equipped with: combi-melta; Sword of the High Marshals; frag grenades; krak grenades. Your army can only include one HIGH MARSHAL HELBRECHT model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Sword of the High Marshals
Sword of the High Marshals
Melee
Melee
+2
-3
2
Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, it makes D3 additional attacks with this weapon.
Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, it makes D3 additional attacks with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Chapter Master: In your Command phase, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly BLACK TEMPLARS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Crusade of Wrath (Aura): While a friendly BLACK TEMPLARS CORE unit is within 6" of this model, add 1 to the Strength characteristic of models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Front-line Commander (Aura): While a friendly BLACK TEMPLARS CORE unit is within 6" of this WARLORD, add 1 to Advance rolls and charge rolls made for that unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, HIGH MARSHAL HELBRECHT


5

The Emperor’s Champion

NoNAME  M WS BS S T W A Ld Sv Base
80
The Emperor’s Champion (base: 25mm)
1
80
The Emperor’s Champion
6" 2+ 3+ 4 4 4 5 9 2+ 25mm
The Emperor’s Champion is equipped with: bolt pistol; Black Sword; frag grenades; krak grenades. Your army can only include one THE EMPEROR’S CHAMPION model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Black Sword
Black Sword
Melee
Melee
+3
-3
2
Each time an attack made with this weapon against a CHARACTER or MONSTER unit, you can re-roll the wound roll.
Each time an attack made with this weapon against a CHARACTER or MONSTER unit, you can re-roll the wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Sigismund’s Honour: While this model is within Engagement Range of any enemy CHARACTER models, add 1 to this model’s Strength and Attacks characteristics.
Skilful Parry: Each time a melee attack is made against this model, subtract 1 from the hit roll.
Armour of Faith: This model has a 4+ invulnerable save.
Slayer of Champions: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase. Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the hit roll.
WARLORD TRAIT!
WARLORD TRAIT!
Oathkeeper:
  • This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit.
  • Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions apply.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS
KEYWORDS: INFANTRY, CHARACTER, THE EMPEROR’S CHAMPION


5

Captain Nasiem

NoNAME  M WS BS S T W A Ld Sv Base
100
Captain Nasiem (base: 40mm)
1
100
Captain Nasiem
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
Captain Nasiem is equipped with: Sunwrath Pistol; master-crafted power axe; frag grenades; krak grenades. Your army can only include one NASIEM model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Sunwrath pistol
Sunwrath pistol
12"
Pistol 2
8
-3
2
-
Master-crafted power axe
Master-crafted power axe
Melee
Melee
+2
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Captain of the Third Company: If this model is included in your Crusade army, it automatically gains the Master of the Arsenal Honorific, even though it cannot normally gain any Battle Honours. This does not increase its Crusade points.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Keeper of the Key: Keeper of the Key: If this model gains a Warlord Trait, it must be the Master of Strategy Warlord Trait (see Codex Supplement: Ultramarines). No other models in your army can be given the Sunwrath Pistol Relic (see Codex Supplement: Ultramarines)
WARLORD TRAIT!
WARLORD TRAIT!
Master of Strategy: Once per battle round, if this WARLORD is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this WARLORD. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, TOME KEEPERS
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, CAPTAIN, NASIEM


5

Epistolary Lykandos

NoNAME  M WS BS S T W A Ld Sv Base
100
Epistolary Lykandos (base: 40mm)
1
100
Epistolary Lykandos
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
Epistolary Lykandos is equipped with: bolt pistol; force stave; frag grenades; krak grenades. Your army can only include one LYKANDOS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Reliquary of Gathalamor (Aura): While an enemy PSYKER unit is within 18" of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.
The Truthseeker: If this model gains a Warlord Trait, it must be the Calm Under Fire Warlord Trait (see Codex Supplement: Ultramarines). No other models in your army can be given the Reliquary of Gathalamor Relic (See Codex: Space Marines).
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and either two psychic powers from the Librarius discipline or two psychic powers from the Indomitus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Calm Under Fire (Aura): While a friendly ULTRAMARINES unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack in a turn in which it Fell Back, do not subtract 1 from that attack’s hit roll due to the Codex Discipline Chapter Tactic.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, TOME KEEPERS
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PSYKER, LIBRARIAN, LYKANDOS


5

Orator Sephax

NoNAME  M WS BS S T W A Ld Sv Base
90
Orator Sephax (base: 40mm)
1
90
Orator Sephax
6" 2+ 3+ 4 4 5 4 9 3+ 40mm
Orator Sephax is equipped with: absolvor bolt pistol; Benediction of Fury; frag grenades; krak grenades. Your army can only include one SEPHAX model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Benediction of Fury
Benediction of Fury
Melee
Melee
+2
-2
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rosarius: This model has a 4+ invulnerable save.
The Young Fury: If this model gains a Warlord Trait, it must be the Iron Resolve Warlord Trait (See Codex: Space Marines). No other models in your army can be given the Benediction of Fury Relic (See Codex: Space Marines).
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Iron Resolve:
  • Add 1 to the Wounds characteristic of this WARLORD.
  • Each time this WARLORD would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, TOME KEEPERS
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, PRIEST, CHAPLAIN, SEPHAX


6

Uriel Ventris

NoNAME  M WS BS S T W A Ld Sv Base
110
Uriel Ventris (base: 40mm)
1
110
Uriel Ventris
6" 2+ 2+ 4 4 6 5 9 3+ 40mm
Uriel Ventris is equipped with: bolt pistol; Invictus; Sword of Idaeus; frag grenades; krak grenades. Your army can only include one URIEL VENTRIS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Invictus
Invictus
30"
Rapid Fire 1
4
-2
2
-
Sword of Idaeus
Sword of Idaeus
Melee
Melee
+1
-3
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Unorthodox Strategist: Each time you select an ULTRAMARINES CORE unit within 6" of this model when you use the Adaptive Strategy Strategem, until the end of the phase that Strategem only costs 1CP to use.
Captain of the 4th: If this model gains a Warlord Trait, it must be Paragon of War. If this model is added to your Crusade force’s Order of Battle, he automatically gains the Master of the Fleet honorific, even though he cannot normally gain any Battle Honours. This does not increase his Crusade points. If there is already a model with that honorific in your Order of Battle, you cannot add Uriel Ventris to your Order of Battle.
WARLORD TRAIT!
WARLORD TRAIT!
Paragon of War: When resolving an attack made by this WARLORD, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, CAPTAIN, URIEL VENTRIS


6

Armenneus Valthex

NoNAME  M WS BS S T W A Ld Sv Base
105
Armenneus Valthex (base: 40mm)
1
105
Armenneus Valthex
6" 3+ 2+ 4 4 5 3 8 2+ 40mm
Armenneus Valthex is equipped with: bolt pistol; phased conversion beamer; The Indynabula Array; frag grenades; krak grenades. Your army can only include one ARMENNEUS VALTHEX model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Phased conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
Phased conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-21"
Assault 2
6
-1
1
-
 - Long range
 - Long range
21-42"
Assault 2
7
-2
2
-
The Indynabula Array
The Indynabula Array
Melee
Melee
+1
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once perturn.
Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly VEHICLE model within 3" of it. Until the start of your next Command phase, each time that Vehicle model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
Master of the Forge: Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.
Battle Alchemistry: In your Command phase, this model can perform alchemy on one friendly ASTRAL CLAWS CORE unit (excluding PRIMARIS units) within 3" of it. Until the start of your next Command phase, each time a model in that unit makes a ranged attack with a bolt weapon, add 1 to that attack's Strength characteristic.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ASTRAL CLAWS
KEYWORDS: INFANTRY, CHARACTER, TECHMARINE, MASTER OF THE FORGE, ARMENNEUS VALTHEX


8

Asterion Moloc

NoNAME  M WS BS S T W A Ld Sv Base
170
Asterion Moloc (base: 40mm)
1
170
Asterion Moloc
5" 2+ 2+ 4 4 7 5 9 2+ 40mm
Asterion Moloc is equipped with: The Black Spear; relic shield. Your army can only Include one ASTERION MOLOC model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
The Black Spear (shooting)
The Black Spear (shooting)
12"
Assault 1
8
-3
3
-
The Black Spear (melee)
The Black Spear (melee)
Melee
Melee
+2
-3
3
-
OTHER WARGEAR
ABILITIES 
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Fury of the Minotaurs: While a friendly MINOTAURS CORE or MINOTAURS CHARACTER unit is within 6" of this model, you can re-roll charge rolls made for that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, MINOTAURS
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, CHAPTER MASTER, ASTERION MOLOC


11

Bray’arth Ashmantle

NoNAME  M WS BS S T W A Ld Sv Base
220
Bray’arth Ashmantle (base: 60mm)
1
220
Bray’arth Ashmantle
6" 2+ 2+ 8 7 8 6 9 2+ 60mm
Bray arth Ashmantle is equipped with: Burning Wrath; 2 dreadfire heavy flamers; 2 dreadfire claws. Your army can only include one BRAY’ARTH ASHMANTLE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burning Wrath
Burning Wrath
3"
Assault 2D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Dreadfire heavy flamer
Dreadfire heavy flamer
12"
Heavy D6
6
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Dreadfire claw
Dreadfire claw
Melee
Melee
x2
-4
4
-
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Wrought by Vulkan: This model has a 5+ invulnerable save. Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SALAMANDERS
KEYWORDS: VEHICLE, CHARACTER, SMOKESCREEN, DREADNOUGHT, BRAY’ARTH ASHMANTLE


14

Carab Culln the Risen

NoNAME  M WS BS S T W! A Ld Sv Base
265
Carab Culln the Risen (base: 80mm)
1
265
Carab Culln the Risen
8" 2+ 2+ 7 7 8-14 5 8 2+ 80mm
6" 3+ 3+ 7 7 4-7 5 8 2+
4" 4+ 4+ 7 7 1-3 5 8 2+
Carab Culln the Risen is equipped with: heavy bolter; 2 heavy flamers; 3 hunter-killer missiles; Tarsus Scorpii; twin assault cannon. Your army can only include one CARAB CULLN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Hunter-killer missile
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
The Tarsus Scorpii
The Tarsus Scorpii
Melee
Melee
x2
-3
4
-
ABILITIES
ABILITIES
Angels of Death
Atomantic Shielding: This model has a 5+ invulnerable save.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Death-hold: This model does not suffer the penalty to hit rolls when making attacks with its heavy bolter that target units within Engagement Range.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RED SCORPIONS
KEYWORDS: VEHICLE, CHARACTER, DREADNOUGHT, SMOKESCREEN, LEVIATHAN DREADNOUGHT, CAPTAIN, CARAB CULLN, CARAB CULLN THE RISEN


8

Casan Sabius

NoNAME  M WS BS S T W A Ld Sv Base
145
Casan Sabius (base: 32mm)
1
145
Casan Sabius
6" 2+ 2+ 4 4 6 5 9 2+ 32mm
Casan Sabius is equipped with: bolt pistol; Blade of the Scorpion; frag grenades; krak grenades. Your army can only include one CASAN SABIUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Blade of the Scorpion
Blade of the Scorpion
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Purity of Aspect, Action and Intent: In your Command Phase, select one friendly RED SCORPIONS CORE or RED SCORPIONS CHARACTER unit within 6" of this model. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RED SCORPIONS
KEYWORDS: INFANTRY, CHARACTER, CHAPTER MASTER, CAPTAIN, CASAN SABIUS


5

Damocles Command Rhino

NoNAME  M WS BS S T W! A Ld Sv Base
90
Damocles Command Rhino (base: Use model)
1
90
Damocles Command Rhino
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Damocles Command Rhino is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death
Command Authority: At the start of your Command phase, if this model is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.
Tactical Resource: If your army is Battle-forged, then for each Detachment in your army, you can only include one Damocles Command Rhino model in that Detachment.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 1 INFANTRY CHARACTER model. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, DAMOCLES COMMAND RHINO


8

Gabriel Angelos

NoNAME  M WS BS S T W A Ld Sv Base
150
Gabriel Angelos (base: 40mm)
1
150
Gabriel Angelos
5" 2+ 2+ 4 4 7 5 9 2+ 40mm
Gabriel Angelos is equipped with: God-splitter. Your army can only include one GABRIEL ANGELOS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
God-splitter
Before selecting targets, select one of the profiles below to make attacks with.
God-splitter
Before selecting targets, select one of the profiles below to make attacks with.
 - Mighty Strikes
 - Mighty Strikes
Melee
Melee
x2
-3
3
Each time an attack is made with this profile, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this profile, subtract 1 from that attack’s hit roll. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
 - Sweeping Blows
 - Sweeping Blows
Melee
Melee
+2
-1
1
If this profile is selected, make 3 additional attacks with this weapon.
If this profile is selected, make 3 additional attacks with this weapon.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Leap into the Fray: After this model finishes a charge move, select one enemy unit within Engagement Range and roll one D6: on a 4+ that enemy unit suffers D3 mortal wounds.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD RAVENS
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, CHAPTER MASTER, GABRIEL ANGELOS


8

Hecaton Aiakos

NoNAME  M WS BS S T W A Ld Sv Base
160
Hecaton Aiakos (base: 60mm)
1
160
Hecaton Aiakos
8" 2+ 2+ 7 7 9 5 9 3+ 60mm
Hecaton Aiakos is equipped with: heavy plasma cannon; storm bolter; Dreadnought combat weapon. Your army can only include one HECATON AIAKOS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Augmented Atomantic Shielding: This model has a 4+ invulnerable save.
Battle-sworn Warrior: This model cannot be selected as your WARLORD.
Stampeding Fury: Each time this model makes a charge move, you can select one enemy unit within Engagement Range of it. Roll one D6, adding 1 to the roll if that unit has the VEHICLE keyword: on a 3-5, that enemy unit suffers 1 mortal wound; on a 6+, that enemy unit suffers D3 mortal wounds.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, MINOTAURS
KEYWORDS: VEHICLE, CHARACTER, DREADNOUGHT, CONTEMPTOR DREADNOUGHT, HECATON AIAKOS


5

Ivanus Enkomi

NoNAME  M WS BS S T W A Ld Sv Base
100
Ivanus Enkomi (base: 25mm)
1
100
Ivanus Enkomi
6" 2+ 3+ 4 4 5 4 9 3+ 25mm
Ivanus Enkomi is equipped with: Astartes grenade launcher; The Crozius Arkarnos; power fist. Your army can only include one IVANUS ENKOMI model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
The Crozius Arkanos
The Crozius Arkanos
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Rosarius: This model has a 4+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, MINOTAURS
KEYWORDS: INFANTRY, CHARACTER, PRIEST, CHAPLAIN, IVANUS ENKOMI


8

Lugft Huron

NoNAME  M WS BS S T W A Ld Sv Base
160
Lugft Huron (base: 40mm)
1
160
Lugft Huron
5" 2+ 2+ 4 4 7 4 9 2+ 40mm
Lugft Huron is equipped with: artificer flamer; The Ghost Razors. Your army can only include one LUGFT HURON model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Artificer flamer
Artificer flamer
12"
Assault D6
5
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
The Ghost Razors
The Ghost Razors
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Master of Devastation: The first time you use the Orbital Bombardment Stratagem, if this model is on the battlefield, that Stratagem costs 0CP.
Shadowed Fate: The first time this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the Only in Death Does Duty End Stratagem). If you do, then on a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ASTRAL CLAWS
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, CHAPTER MASTER, LUGFT HURON


7

Sevrin Loth

NoNAME  M WS BS S T W A Ld Sv Base
135
Sevrin Loth (base: 25mm)
1
135
Sevrin Loth
6" 3+ 3+ 4 4 5 3 9 3+ 25mm
Sevrin Loth is equipped with: bolt pistol; The Magister’s Axe; frag grenades; krak grenades. Your army can only include one SEVRIN LOTH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
The Magister’s Axe
The Magister’s Axe
Melee
Melee
+2
-2
3
Each time an attack is made with this weapon against a PSYKER unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against a PSYKER unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase.
Armour of Selket: This model has a 4+ invulnerable save.
Bane of the Damned: In your Command phase, select one friendly RED SCORPIONS CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack against a PSYKER unit, you can re-roll the wound roll.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RED SCORPIONS
KEYWORDS: INFANTRY, CHARACTER, PSYKER, LIBRARIAN, CHIEF LIBRARIAN, SEVRIN LOTH


8

Tyberos the Red Wake

NoNAME  M WS BS S T W A Ld Sv Base
160
Tyberos the Red Wake (base: 40mm)
1
160
Tyberos the Red Wake
5" 2+ 2+ 4 4 6 6 9 2+ 40mm
Tyberos the Red Wake is equipped with: Hunger and Slake. Your army can only include one TYBEROS THE RED WAKE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hunger and Slake
Hunger and Slake
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Ancient Armour: This model has a 4+ invulnerable save.
Savagery Beyond Reason (Aura): While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, CARCHARODONS
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, CHAPTER MASTER, TYBEROS THE RED WAKE


5

Chaplain on Bike

NoNAME  M WS BS S T W A Ld Sv Base
95
Chaplain on Bike (base: 75 x 25mm)
1
95
Chaplain on Bike
14" 2+ 3+ 4 5 5 3 9 3+ 75 x 25mm
A Chaplain on Bike is a single model equipped with: bolt pistol; twin boltgun; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 power fist; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Angels of Death
Spiritual Leaders: Friendly <CHAPTER> units can use this model’s Leadership characteristic instead of their own whilst they are within 6" of this model.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Rosarius: This model has a 4+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.

Litany of Hate: If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, PRIEST, CHAPLAIN


6

Chief Librarian Tigurius (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
115
Chief Librarian Tigurius (base: 25mm)
1
115
Chief Librarian Tigurius
6" 3+ 3+ 4 4 4 3 9 3+ 25mm
Chief Librarian Tigurius is a single model equipped with: bolt pistol; Rod of Tigurius; frag grenades; krak grenades. Only one TIGURIUS model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Rod of Tigurius
Rod of Tigurius
Melee
Melee
+3
-1
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Master of Prescience: When resolving an attack made against this model, subtract 1 from the hit roll.
Hood of Hellfire: When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total. In addition, when a Psychic test is taken for this model, you can re-roll the result.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic power in your opponent’s Psychic phase. It knows Smite and three psychic powers from the Librarius discipline or three psychic powers from the Indomitus discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Master of Strategy: Once per battle round, if this WARLORD is on the battlefield, you can select one friendly ULTRAMARINES unit within 6" of this WARLORD. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, LIBRARIAN, CHIEF LIBRARIAN, PSYKER, TIGURIUS


8

Kayvaan Shrike (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
150
Kayvaan Shrike (base: 25mm)
1
150
Kayvaan Shrike
12" 2+ 2+ 4 4 5 5 9 3+ 25mm
Kayvaan Shrike is a single model equipped with: bolt pistol; Raven’s Talons; frag grenades; krak grenades. Only one KAYVAAN SHRIKE model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Raven’s Talons
Raven’s Talons
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, you can re-roll the wound roll.
When resolving an attack made with this weapon, you can re-roll the wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Chapter Master: In your Command phase, select one friendly RAVEN GUARD CORE or RAVEN GUARD CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Winged Deliverance: You can re-roll charge rolls made for friendly RAVEN GUARD JUMP PACK units whilst they are within 6" of this model.
Jump Pack Assault: During deployment, you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Shadowmaster: Enemy units cannot fire Overwatch at this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RAVEN GUARD
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, JUMP PACK, FLY, KAYVAAN SHRIKE


5

Kor’sarro Khan (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
90
Kor’sarro Khan (base: 25mm)
1
90
Kor’sarro Khan
6" 2+ 2+ 4 4 5 4 9 3+ 25mm
Kor’sarro Khan is a single model equipped with: bolt pistol; Moonfang; frag grenades; krak grenades. Only one KOR’SARRO KHAN model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Moonfang
Moonfang
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly WHITE SCARS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
For the Khan! (Aura): While a friendly WHITE SCARS CORE or WHITE SCARS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, if its unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Trophy Taker: When this WARLORD destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, WHITE SCARS
KEYWORDS: CHARACTER, INFANTRY, CAPTAIN, KOR’SARRO KHAN


7

Kor’sarro Khan on Moondrakkan

NoNAME  M WS BS S T W A Ld Sv Base
132
Kor’sarro Khan on Moondrakkan (base: 75 x 25mm)
1
132
Kor’sarro Khan on Moondrakkan
14" 2+ 2+ 4 5 6 4 9 3+ 75 x 25mm
Kor’sarro Khan on Moondrakkan is a single model equipped with: bolt pistol; twin boltgun; Moonfang; frag grenades; krak grenades. Only one KOR’SARRO KHAN model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Moonfang
Moonfang
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly WHITE SCARS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Turbo-boost: When this model Advances, add 6" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
For the Khan! (Aura): While a friendly WHITE SCARS CORE or WHITE SCARS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, if its unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s wound roll.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Trophy Taker: When this WARLORD destroys an enemy CHARACTER model, add 1 to their Attacks characteristic until the end of the battle.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, WHITE SCARS
KEYWORDS: BIKER, CHARACTER, CAPTAIN, KOR’SARRO KHAN


16

Land Raider Excelsior

NoNAME  M WS BS S T W! A Ld Sv Base
200
Land Raider Excelsior (base: Use model)
1
200
Land Raider Excelsior
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 1 9 2+
A Land Raider Excelsior is a single model equipped with: grav-cannon and grav-amp; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
+11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
+20
Grav-cannon and grav-amp
+20
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+22
Multi-melta
+22
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 hunter-killer missile.
 • This model can additionally be equipped with 1 storm bolter.
 • This model can additionally be equipped with 1 multi-melta.
 • This model can additionally be equipped with 1 Excelsior combi-plasma.
ABILITIES
ABILITIES
Angels of Death
Aquila Aegis Field: This model has a 5+ invulnerable save.
Data Augurs: When resolving an attack made with a ranged weapon by this model, if it is within 24" of any friendly RHINO PRIMARIS models, add 1 to the hit roll.
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Rites of Battle: Re-roll hit rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other models and each CENTURION model takes the space of three other models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, LAND RAIDER EXCELSIOR


6

Librarian in Terminator Armour (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
100
Librarian in Terminator Armour (base: 40mm)
1
100
Librarian in Terminator Armour
5" 3+ 3+ 4 4 5 3 9 2+ 40mm
A Librarian in Terminator Armour is a single model equipped with: force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
OTHER WARGEAR
ABILITIES 
+10/4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10/4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an item from the Terminator Combi-weapons list.
 • This model may replace its force stave with a force sword or a force axe.
 • This model can have a storm shield instead of being equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Crux Terminatus: This model has a 5+ invulnerable save.
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN


7

Librarian on Bike

NoNAME  M WS BS S T W A Ld Sv Base
119
Librarian on Bike (base: 75 x 25mm)
1
119
Librarian on Bike
14" 3+ 3+ 4 5 5 3 9 3+ 75 x 25mm
A Librarian on Bike is a single model equipped with: bolt pistol; twin boltgun; force stave; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with one of the following instead of 1 force stave: 1 force axe; 1 force sword.
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, PSYKER, LIBRARIAN


13

Marneus Calgar (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
250
Marneus Calgar (base: 50mm)
1
250
Marneus Calgar
5" 2+ 2+ 4 4 7 5 9 2+ 50mm
Marneus Calgar is a single model equipped with: Gauntlets of Ultramar; relic blade. Only one MARNEUS CALGAR model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauntlets of Ultramar (shooting)
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
Gauntlets of Ultramar (melee)
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
Relic blade
Relic blade
Melee
Melee
+3
-3
2
-
ABILITIES
ABILITIES
Angels of Death
Armour of Antilochus: This model has a 4+ invulnerable save. In addition, when resolving an attack made against this model, halve the damage inflicted (rounding up).
Chapter Master: In your Command phase, select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Master Tactician: If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your Warlord.
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
WARLORD TRAIT!
WARLORD TRAIT!
Adept of the Codex: Whilst this WARLORD is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, TERMINATOR, MARNEUS CALGAR


12

Marneus Calgar in Artificer Armour

NoNAME  M WS BS S T W A Ld Sv Base
235
Marneus Calgar in Artificer Armour (base: 50mm)
1
235
Marneus Calgar in Artificer Armour
6" 2+ 2+ 4 4 6 5 9 2+ 50mm
Marneus Calgar in Artificer Armour is a single model equipped with: Gauntlets of Ultramar; relic blade. Only one MARNEUS CALGAR model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gauntlets of Ultramar (shooting)
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
Gauntlets of Ultramar (melee)
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
Relic blade
Relic blade
Melee
Melee
+3
-3
2
-
ABILITIES
ABILITIES
Angels of Death
Chapter Master: In your Command phase, select one friendly ULTRAMARINES CORE or ULTRAMARINES CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Iron Halo: Marneus Calgar in Artificer Armour has a 4+ invulnerable save.
Master Tactician: If your army is Battle-forged, you receive an additional 2 Command Points if Marneus Calgar is your Warlord.
WARLORD TRAIT!
WARLORD TRAIT!
Adept of the Codex: Whilst this WARLORD is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, CHAPTER MASTER, MARNEUS CALGAR


5

Rhino Primaris

NoNAME  M WS BS S T W! A Ld Sv Base
52
Rhino Primaris (base: Use model)
1
52
Rhino Primaris
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Rhino Primaris is a single model equipped with: twin plasma gun. It has an orbital comms array.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+22
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
+22
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
OTHER WARGEAR
ABILITIES 
+20
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
+20
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Self-Repair: If this model has lost any wounds, you can roll one D6 at the start of your turn; on a 6 this model regains 1 lost wound.
Servo-skull Hub: At the start of your Shooting phase, select one of the following:

Targeting Data Skull: Select one friendly <CHAPTER> unit within 12" of this model. Until the end of the phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Repair Skull: Select one friendly VEHICLE model within 12" of this unit. That model regains 1 lost wound.

Vox Skull: Until the start of your next Shooting phase, when a Morale test is taken for a friendly <CHAPTER> unit within 12" of this model, subtract 1 from the result.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. It cannot transport JUMP PACK, PRIMARIS, TERMINATOR or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, RHINO PRIMARIS


4

Techmarine (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
45
Techmarine (base: 40mm)
1
45
Techmarine
6" 3+ 2+ 4 4 4 3 8 2+ 40mm
A Techmarine is a single model equipped with: bolt pistol; power axe; servo-arm; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+20
Conversion beamer
+20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with 1 weapon from the Melee Weapons list instead of 1 power axe.
 • This model can additionally be equipped with the following (Power Rating +1): 1 flamer, 1 plasma cutter, 1 servo-arm.
 • If this model is not equipped with a plasma cutter, it can be equipped with 1 conversion beamer instead of 1 servo-arm. A model equipped with a conversion beamer cannot be equipped with a plasma cutter.
ABILITIES
ABILITIES
Angels of Death
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: CHARACTER, INFANTRY, TECHMARINE


6

Techmarine on Bike

NoNAME  M WS BS S T W A Ld Sv Base
70
Techmarine on Bike (base: 75 x 25mm)
1
70
Techmarine on Bike
14" 3+ 2+ 4 5 5 3 8 2+ 75 x 25mm
A Techmarine on Bike is a single model equipped with: bolt pistol; twin boltgun; power axe; servo-arm; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+20
Conversion beamer
+20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with one of the following instead of 1 power axe: 1 weapon from the Melee Weapons list.
 • If this model is not equipped with a servo-harness, it can be equipped with 1 conversion beamer instead of 1 servo-arm.
 • This model can additionally be equipped with a servo-harness (Power Rating +1). A servo-harness is comprised of: 1 flamer; 1 plasma cutter; 1 servo-arm.
ABILITIES
ABILITIES
Angels of Death
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, TECHMARINE


7

Ahazra Redth

NoNAME  M WS BS S T W A Ld Sv Base
125
Ahazra Redth (base: ?)
1
125
Ahazra Redth
6" 3+ 3+ 4 4 4 3 9 2+ ?
Ahazra Redth is equipped with: bolt pistol; force sword; frag grenades; krak grenades. Your army can only include one AHAZRA REDTH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Psychic Hood: Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test.
Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase.
Talisman of Sundered Souls: This model has a 5+ invulnerable save. The first time this model suffers Perils of the Warp, it does not lose any wounds.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent's Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, MANTIS WARRIORS
KEYWORDS: INFANTRY, CHARACTER, PSYKER, LIBRARIAN, CHIEF LIBRARIAN, AHAZRA REDTH


6

Anton Narvaez

NoNAME  M WS BS S T W A Ld Sv Base
110
Anton Narvaez (base: ?)
1
110
Anton Narvaez
6" 2+ 2+ 4 4 5 4 9 3+ ?
Anton Narvaez is equipped with: bolt pistol; Thundershock; Voidshard; frag grenades; krak grenades. Your army can only include one ANTON NARVAEZ model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Thundershock
Thundershock
24"
Assault D3
7
-2
1
Blast
Blast
Voidshard
Voidshard
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Actinic Halo: This model has a 3+ invulnerable save. The first time a saving throw is failed for this model, its invulnerable save is changed to 4+.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, MARINES ERRANT
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, ANTON NARVAEZ


5

Carnac Commodus

NoNAME  M WS BS S T W A Ld Sv Base
90
Carnac Commodus (base: ?)
1
90
Carnac Commodus
6" 2+ 3+ 4 4 5 3 8 3+ ?
Carnac Commodus is equipped with: bolt pistol; Blood Biter; frag grenades; krak grenades. Your army can only include one CARNAC COMMODUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Blood Biter
Blood Biter
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Company Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
Tactical Precision (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Cut Them Down (Aura): While a friendly ASTRAL CLAWS CORE unit is within 6" of this model, each time that unit fights, you can re-roll one hit roll and you can re-roll one wound roll when resolving that unit’s attacks.
Void-hardened Armour: This model has a 5+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ASTRAL CLAWS
KEYWORDS: INFANTRY, CHARACTER, LIEUTENANT, CARNAC COMMODUS


9

Chaplain Dreadnought Titus

NoNAME  M WS BS S T W A Ld Sv Base
180
Chaplain Dreadnought Titus (base: 60mm)
1
180
Chaplain Dreadnought Titus
6" 2+ 2+ 6 7 9 5 10 3+ 60mm
Chaplain Dreadnought Titus is equipped with: assault cannon; heavy flamer; Dreadnought combat weapon. Your army can only include one CHAPLAIN DREADNOUGHT TITUS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Reliquarius: This model has a 5+ invulnerable save.
Unyielding Exemplar: Each time this model would lose a wound, roll one D6: on a 5+, that wound is not lost.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, HOWLING GRIFFONS
KEYWORDS: VEHICLE, CHARACTER, SMOKESCREEN, DREADNOUGHT, PRIEST, CHAPLAIN, CHAPLAIN DREADNOUGHT TITUS


9

Chaplain Venerable Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
175
Chaplain Venerable Dreadnought (base: 60mm)
1
175
Chaplain Venerable Dreadnought
6" 2+ 2+ 6 7 8 5 10 3+ 60mm
A Chaplain Venerable Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Dreadnought inferno cannon
Dreadnought inferno cannon
12"
Heavy D6
6
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Multi-melta
+5
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any of this model’s storm bolters can each be replaced with 1 heavy flamer.
 • This model’s storm bolter and Dreadnought combat weapon can be replaced with one of the following:
  - Assault cannon
  - Dreadnought inferno cannon
  - Heavy plasma cannon
  - Multi-melta
  - Twin lascannon
 • This model’s assault cannon can be replaced with one of the following:
  - Dreadnought inferno cannon
  - Heavy plasma cannon
  - Multi-melta
  - Storm bolter and Dreadnought combat weapon
  - Twin lascannon
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Unyielding Ancient: Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Servant of the Chapter: This unit cannot be upgraded to be a Master of Sanctity.
Unstoppable Fury: If this model is equipped with two Dreadnought combat weapons, add 1 to its Attacks characteristic.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Reliquarius: This model has a 5+ invulnerable save.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CHARACTER, SMOKESCREEN, DREADNOUGHT, PRIEST, CHAPLAIN, CHAPLAIN VENERABLE DREADNOUGHT


5

Corien Sumatris

NoNAME  M WS BS S T W A Ld Sv Base
100
Corien Sumatris (base: ?)
1
100
Corien Sumatris
6" 2+ 2+ 4 4 5 4 9 3+ ?
Corien Sumatris is equipped with: Spectre-pattern bolter; Goldenfang; storm shield; frag grenades; krak grenades. Your army can only include one CORIEN SUMATRIS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spectre-pattern bolter
Spectre-pattern bolter
12"
Pistol 2
4
-2
1
-
Goldenfang
Goldenfang
Melee
Melee
+1
-3
2
Each time the bearer fights, if it made a charge move this turn, it makes D3 additional attacks with this weapon.
Each time the bearer fights, if it made a charge move this turn, it makes D3 additional attacks with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Iron Halo: This model has a 4+ invulnerable save.
The Tyrant’s Champion: Each time this model makes a melee attack against a CHARACTER unit, add 1 to that attack’s wound roll.
Badab War: When mustering your army, you must select either the ASTRAL CLAWS or TIGER CLAWS keyword for this model’s keyword.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, CORIEN SUMATRIS


6

Elam Courbray

NoNAME  M WS BS S T W A Ld Sv Base
110
Elam Courbray (base: ?)
1
110
Elam Courbray
12" 2+ 2+ 4 4 5 4 9 3+ ?
Elam Courbray is equipped with: bolt pistol; Sword Excellus; frag grenades; krak grenades. Your army can only include one ELAM COURBRAY model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Sword Excellus
Sword Excellus
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, FIRE HAWKS
KEYWORDS: INFANTRY, CHARACTER, FLY, JUMP PACK, CAPTAIN, ELAM COURBRAY


6

Harath Shen

NoNAME  M WS BS S T W A Ld Sv Base
120
Harath Shen (base: ?)
1
120
Harath Shen
6" 3+ 3+ 4 4 4 3 8 3+ ?
Harath Shen is equipped with: Bloodfire; master-crafted power sword; frag grenades; krak grenades. Your army can only include one HARATH SHEN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bloodfire
Before selecting targets, select one of the profiles below to make attacks with. This weapon is a plasma weapon.
Bloodfire
Before selecting targets, select one of the profiles below to make attacks with. This weapon is a plasma weapon.
 - Standard
 - Standard
12"
Pistol 2
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Pistol 2
8
-3
3
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly INFANTRY or BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly INFANTRY or BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Command Squad: For each COMPANY VETERANS unit included in a Detachment, one COMMAND SQUAD APOTHECARY unit can be included in that Detachment without taking up a Battlefield Role slot.
Chief Apothecary: At the end of your Movement phase, this model can use its Combat Restoratives ability twice instead of once.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SALAMANDERS
KEYWORDS: INFANTRY, CHARACTER, COMMAND SQUAD, APOTHECARY, CHIEF APOTHECARY, HARATH SHEN


9

Lias Issodon

NoNAME  M WS BS S T W A Ld Sv Base
165
Lias Issodon (base: ?)
1
165
Lias Issodon
7" 2+ 2+ 4 4 6 5 9 3+ ?
Lias Issodon is equipped with: bolt pistol; Malice; Raptorclaw; frag grenades; krak grenades. Your army can only include one LIAS ISSODON model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Malice
Malice
30"
Assault 3
5
-4
D3
Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
Raptorclaw
Raptorclaw
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Stealth Modified Armour: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Grim Hunter: This model is eligible to shoot in a turn in which it Fell Back.
Infiltrate, Isolate, Destroy (Aura): While a friendly RAPTORS CORE INFANTRY unit is within 6" of this model, add 1 to charge rolls made for that unit, and each time that unit is selected to make a Normal Move, Advance or Fall Back, until the end of the phase, add 1" to the Move characteristic of models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RAPTORS
KEYWORDS: INFANTRY, CHARACTER, CHAPTER MASTER, LIAS ISSODON


8

Lord High Commander Carab Culln

NoNAME  M WS BS S T W A Ld Sv Base
170
Lord High Commander Carab Culln (base: 40mm)
1
170
Lord High Commander Carab Culln
5" 2+ 2+ 4 4 7 6 9 2+ 40mm
Lord High Commander Carab Culln is equipped with: Judgement; Blade of the Scorpion. Your army can only include one CARAB CULLN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Judgement
Judgement
24"
Rapid Fire 2
4
-2
2
This weapon is a bolt weapon.
This weapon is a bolt weapon.
Blade of the Scorpion
Blade of the Scorpion
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit, that attack has a Strength characteristic of x2.
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit, that attack has a Strength characteristic of x2.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Proud to Live, Proud to Die, Hard to Kill (Aura): While a friendly RED SCORPIONS unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, RED SCORPIONS
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CHAPTER MASTER, CARAB CULLN, LORD HIGH COMMANDER CARAB CULLN


8

Malakim Phoros

NoNAME  M WS BS S T W A Ld Sv Base
145
Malakim Phoros (base: 32mm)
1
145
Malakim Phoros
6" 2+ 2+ 4 4 6 5 9 3+ 32mm
Malakim Phoros is equipped with: Catechist; Glaive of Lamentation; frag grenades; krak grenades. Your army can only include one MALAKIM PHOROS model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Catechist
Catechist
12"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. This weapon is a melta weapon.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. This weapon is a melta weapon.
Glaive of Lamentation
Glaive of Lamentation
Melee
Melee
+3
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Lord of Ruin: Each time this model makes an attack, re-roll a wound roll of 1.
Rage Unto Death: This model is eligible to charge in a turn in which it Fell Back.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, LAMENTERS
KEYWORDS: INFANTRY, CHARACTER, CHAPTER MASTER, MALAKIM PHOROS


7

Mordaci Blaylock

NoNAME  M WS BS S T W A Ld Sv Base
125
Mordaci Blaylock (base: ?)
1
125
Mordaci Blaylock
5" 2+ 2+ 4 4 6 4 9 2+ ?
Mordaci Blaylock is equipped with: master-crafted storm bolter; Foe Ripper. Your army can only include one MORDACI BLAYLOCK model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Foe Ripper
Foe Ripper
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Hard as Stone (Aura): While a friendly NOVAMARINES CORE INFANTRY unit is within 6" of this model, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, NOVAMARINES
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, CAPTAIN, MORDACI BLAYLOCK


5

Pellas Mir’san

NoNAME  M WS BS S T W A Ld Sv Base
100
Pellas Mir’san (base: ?)
1
100
Pellas Mir’san
6" 2+ 2+ 4 4 6 4 9 2+ ?
Pellas Mir’san is equipped with: combi-flamer; Cinder Edge; Steelsliver; frag grenades; krak grenades. Your army can only include one PELLAS MIR’SAN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Cinder Edge
Cinder Edge
Melee
Melee
+1
-3
3
-
Steelsliver
Steelsliver
Melee
Melee
User
0
1
Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Master Duellist: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, until the end of the phase, add 2 to this model’s Attacks characteristic.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SALAMANDERS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, PELLAS MIR’SAN


6

Silas Alberec

NoNAME  M WS BS S T W A Ld Sv Base
110
Silas Alberec (base: ?)
1
110
Silas Alberec
6" 2+ 2+ 5 4 5 4 9 3+ ?
Silas Alberec is equipped with: Purgator; Hellslayer; frag grenades; krak grenades. Your army can only include one SILAS ALBEREC model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Purgator
Purgator
12"
Pistol 1
6
-1
2
-
Hellslayer
Hellslayer
Melee
Melee
x2
-3
D3
Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Hexagramatically Warded Armour: In your opponent’s Psychic phase, this model can attempt to deny one psychic power as if it were a PSYKER.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, EXORCISTS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, SILAS ALBEREC


6

Tarnus Vale

NoNAME  M WS BS S T W A Ld Sv Base
110
Tarnus Vale (base: ?)
1
110
Tarnus Vale
6" 2+ 2+ 4 4 5 4 9 3+ ?
Tarnus Vale is equipped with: plasma charger; Angel’s Teeth; frag grenades; krak grenades. Your army can only include one TARNUS VALE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma charger
Before selecting targets, select one of the profiles below to make attacks with
Plasma charger
Before selecting targets, select one of the profiles below to make attacks with
 - Standard
 - Standard
12"
Pistol 3
6
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 3
7
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Angel’s Teeth
Angel’s Teeth
Melee
Melee
+1
-2
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Mechanised Advance (Aura): While a friendly FIRE ANGELS VEHICLE model is within 6" of this model, that model has a 6+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, FIRE ANGELS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, TARNUS VALE


7

Thulsa Kane

NoNAME  M WS BS S T W A Ld Sv Base
140
Thulsa Kane (base: ?)
1
140
Thulsa Kane
6" 2+ 3+ 4 4 4 4 9 3+ ?
Thulsa Kane is equipped with: Kane’s master-crafted plasma pistol; Lifetaker; frag grenades; krak grenades. Your army can only include one THULSA KANE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Kane’s master-crafted plasma pistol
Before selecting targets, select one of the profiles below to make attacks with
Kane’s master-crafted plasma pistol
Before selecting targets, select one of the profiles below to make attacks with
 - Standard
 - Standard
12"
Pistol 1
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
3
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Lifetaker
Lifetaker
Melee
Melee
+2
-3
2
Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rosarius: This model has a 4+ invulnerable save.
Spiritual Leaders (Aura): While a friendly CORE unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Master of Sanctity: This model knows one additional litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.
Grehdalin’s Bones: Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Ænigmata Ferrum: While this model is on the battlefield, each time you spend 1 or more Command points to use a Stratagem, you can roll one D6: on a 6, 1 Command point is refunded.
PRIEST
PRIEST
This model knows the Litany of Hate and one other litany from the Litanies of Battle. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, EXECUTIONERS
KEYWORDS: INFANTRY, CHARACTER, PRIEST, CHAPLAIN, MASTER OF SANCTITY, THULSA KANE


9

Vaylund Cal

NoNAME  M WS BS S T W A Ld Sv Base
165
Vaylund Cal (base: ?)
1
165
Vaylund Cal
6" 2+ 2+ 4 4 6 5 9 2+ ?
Vaylund Cal is equipped with: flamer; masterwork plasma cutter; Medusan Hammer; 2 servo-arms. Your army can only include one VAYLUND CAL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Masterwork plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Masterwork plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
3
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Medusan Hammer
Medusan Hammer
Melee
Melee
x2
-2
3
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Chapter Master: In your Command phase, select one friendly CORE or CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once perturn.
Awaken the Machine Spirits: In your Command phase, this model can awaken one friendly VEHICLE model within 3" of it. Until the start of your next Command phase, each time that Vehicle model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SONS OF MEDUSA
KEYWORDS: INFANTRY, CHARACTER, CHAPTER MASTER, TECHMARINE, VAYLUND CAL


5

Zhrukhal Androcles

NoNAME  M WS BS S T W A Ld Sv Base
95
Zhrukhal Androcles (base: ?)
1
95
Zhrukhal Androcles
6" 2+ 2+ 4 4 5 4 9 3+ ?
Zhrukal Androcles is equipped with: combi-melta; Stonefist; frag grenades; krak grenades. Your army can only include one ZHRUKHAL ANDROCLES model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Stonefist
Stonefist
Melee
Melee
x2
-3
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, STAR PHANTOMS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, ZHRUKHAL ANDROCLES


Troops


5

Assault Intercessor Squad

NoNAME  M WS BS S T W A Ld Sv Base
19
Assault Intercessor (base: 32mm)
4‑9
19
Assault Intercessor
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
19
Assault Intercessor Sergeant (base: 32mm)
1
19
Assault Intercessor Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: heavy bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Hand flamer
+5
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+20
Thunder hammer
+20
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Assault Intercessor Sergeant’s heavy bolt pistol can be replaced with one of the following: 1 hand flamer; 1 plasma pistol.
 • The Assault Intercessor Sergeant's Astartes chainsword can be replaced with one of the following; 1 power fist; 1 power sword; 1 thunder hammer.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, INTERCESSORS, ASSAULT INTERCESSOR SQUAD


7

Heavy Intercessor Squad

NoNAME  M WS BS S T W A Ld Sv Base
28
Heavy Intercessor (base: 40mm)
4‑9
28
Heavy Intercessor
5" 3+ 3+ 4 5 3 2 7 3+ 40mm
28
Heavy Intercessor Sergeant (base: 40mm)
1
28
Heavy Intercessor Sergeant
5" 3+ 3+ 4 5 3 3 8 3+ 40mm
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: bolt pistol; heavy bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Executor bolt rifle
Executor bolt rifle
42"
Heavy 1
5
-2
2
-
+10
Executor heavy bolter
+10
Executor heavy bolter
42"
Heavy 2
5
-2
3
-
Heavy bolt rifle
Heavy bolt rifle
36"
Rapid Fire 1
5
-1
1
-
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
Hellstorm bolt rifle
Hellstorm bolt rifle
30"
Assault 3
5
0
1
-
+10
Hellstorm heavy bolter
+10
Hellstorm heavy bolter
30"
Heavy 4
5
0
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If no model in this unit is equipped with a heavy bolter, you can take one of the following options:
  - All of the models in the unit can have their heavy bolt rifles replaced with 1 hellstorm bolt rifle each,
  - All of the models in the unit can have their heavy bolt rifles replaced with 1 executor bolt rifle each.
 • For every 5 models in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter, 1 Heavy Intercessor’s hellstorm bolt rifle can be replaced with 1 hellstorm heavy bolter, or 1 Heavy Intercessor’s executor bolt rifle can be replaced with 1 executor heavy bolter.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, INTERCESSORS, MK X GRAVIS, HEAVY INTERCESSOR SQUAD


5

Incursor Squad

NoNAME  M WS BS S T W A Ld Sv Base
21
Incursor (base: 32mm)
4‑9
21
Incursor
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
21
Incursor Sergeant (base: 32mm)
1
21
Incursor Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: bolt pistol; occulus bolt carbine; paired combat blades; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Occulus bolt carbine
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Each time an attack is made with this weapon the target does not receive the benefits of cover against that attack.
Each time an attack is made with this weapon the target does not receive the benefits of cover against that attack.
Paired combat blades
Paired combat blades
Melee
Melee
User
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Haywire Mine
Once per battle, when an enemy unit finishes a charge move within Engagement Range of the bearer’s unit, the bearer can use its Haywire mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds (if it has the VEHICLE keyword, it suffers 3 mortal wounds instead).

Designer’s Note: We recommend placing a Haywire Mine model next to the bearer as a reminder, removing it once this ability has been used (a Haywire Mine does not count as a model for any rules purposes).
+10
Haywire Mine
Once per battle, when an enemy unit finishes a charge move within Engagement Range of the bearer’s unit, the bearer can use its Haywire mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds (if it has the VEHICLE keyword, it suffers 3 mortal wounds instead).

Designer’s Note: We recommend placing a Haywire Mine model next to the bearer as a reminder, removing it once this ability has been used (a Haywire Mine does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Incursor can additionally have a haywire mine.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Concealed Positions
Multi-spectrum Array: Each time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, PHOBOS, SMOKESCREEN, INCURSOR SQUAD


6

Infiltrator Squad

NoNAME  M WS BS S T W A Ld Sv Base
24
Infiltrator (base: 32mm)
4‑9
24
Infiltrator
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
24
Infiltrator Sergeant (base: 32mm)
1
24
Infiltrator Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; marksman bolt carbine; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Marksman bolt carbine
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+10
Helix gauntlet
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+10
Helix gauntlet
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+5
Infiltrator comms array
The bearer’s unit is always considered to be within range ofthe following aura abilities of any friendly PHOBOS units that are on the battlefield: Rites of Battle; Tactical Precision.
+5
Infiltrator comms array
The bearer’s unit is always considered to be within range ofthe following aura abilities of any friendly PHOBOS units that are on the battlefield: Rites of Battle; Tactical Precision.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 1 Infiltrator can be equipped with one of the following: 1 helix gauntlet; 1 Infiltrator comms array.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Concealed Positions
Omni-scrambler: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, PHOBOS, SMOKESCREEN, INFILTRATOR SQUAD


5

Intercessor Squad

NoNAME  M WS BS S T W A Ld Sv Base
20
Intercessor (base: 32mm)
4‑9
20
Intercessor
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
20
Intercessor Sergeant (base: 32mm)
1
20
Intercessor Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Auto bolt rifle
Auto bolt rifle
24"
Assault 3
4
0
1
-
Bolt rifle
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
Stalker bolt rifle
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
+5
Hand flamer
+5
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+20
Thunder hammer
+20
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their bolt rifle replaced with 1 auto bolt rifle each.
 • All of the models in the unit can have their bolt rifle replaced with 1 stalker bolt rifle each.
 • If the Intercessor Sergeant is not equipped with an Astartes chainsword, a power sword, a power fist or a thunder hammer, its bolt rifle, auto bolt rifle or stalker bolt rifle can be replaced with one of the following: 1 hand flamer; 1 plasma pistol; 1 Astartes chainsword; 1 power sword.
 • If the Intercessor Sergeant is not equipped with an Astartes chainsword or a power sword, it can be equipped with one of the following: 1 Astartes chainsword; 1 power fist; 1 power sword; 1 thunder hammer.
 • For every 5 models in this unit, 1 model equipped with a bolt rifle, auto bolt rifle or stalker bolt rifle can be equipped with 1 Astartes grenade launcher.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, INTERCESSORS, INTERCESSOR SQUAD


5

Tactical Squad

NoNAME  M WS BS S T W A Ld Sv Base
18
Space Marine (base: 32mm)
4‑9
18
Space Marine
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Space Marine Sergeant (base: 32mm)
1
18
Space Marine Sergeant
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Space Marine Sergeant’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Space Marine Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • If this unit contains 9 or fewer models, 1 Space Marine's boltgun can be replaced with one of the following: 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • If this unit contains 10 models, 1 Space Marine’s boltgun can be replaced with 1 weapon from the Special Weapons list.
 • If this unit contains 10 models, 1 Space Marine’s boltgun can be replaced with 1 weapon from the Heavy Weapons list.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, TACTICAL SQUAD


6

Blood Claws

NoNAME  M WS BS S T W A Ld Sv Base
18
Blood Claw (base: 32mm)
4‑14
18
Blood Claw
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Blood Claw Pack Leader (base: 32mm)
1
18
Blood Claw Pack Leader
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
18
Wolf Guard Pack Leader (base: 32mm)
0‑1
18
Wolf Guard Pack Leader
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
33
Wolf Guard Terminator Pack Leader (base: 40mm)
0‑1
33
Wolf Guard Terminator Pack Leader
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
If this unit contains between 6 and 10 BLOOD CLAW models, it has Power Rating 11. If this unit contains 11 or more Blood Claw models, it has Power Rating 16. If this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, it has Power Rating +2. This unit can only contain 1 WOLF GUARD model. Every Blood Claw and Blood Claw Pack Leader is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades. A Wolf Guard Pack Leader is equipped with: bolt pistol; boltgun; frag grenades; krak grenades. A Wolf Guard Terminator Pack Leader is equipped with: storm bolter; power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this unit contains 14 or fewer BLOOD CLAW models, 1 Blood Claw’s Astartes chainsword can be replaced with 1 weapon from the Special Weapons list.
 • If this unit contains 15 BLOOD CLAW models, up to 2 Blood Claw’s Astartes chainswords can each be replaced with 1 weapon from the Special Weapons list.
 • 1 Blood Claw’s bolt pistol can be replaced with 1 plasma pistol.
 • The Blood Claw Pack Leader’s Astartes chainsword can be replaced with one of the following: 1 power axe; 1 power fist; 1 power sword.
 • The Wolf Guard Pack Leader’s boltgun can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Pack Leader’s bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Terminator Pack Leader’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 thunder hammer; 1 storm shield.
 • A Wolf Guard Terminator Pack Leader’s storm bolter can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 thunder hammer; 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Angels of Death, Berserk Charge, Headstrong
Crux Terminatus: The Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS (Wolf Guard Pack Leader): INFANTRY, CORE, WOLF GUARD
KEYWORDS (Wolf Guard Terminator Pack Leader): INFANTRY, CORE, TERMINATOR, WOLF GUARD
KEYWORDS (Others): INFANTRY, CORE, BLOOD CLAWS


8

Deathwatch Veterans

NoNAME  M WS BS S T W A Ld Sv Base
20
Deathwatch Veteran (base: 32mm)
4‑9
20
Deathwatch Veteran
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
20
Watch Sergeant (base: 32mm)
1
20
Watch Sergeant
6" 3+ 3+ 4 4 2 3 9 3+ 32mm
25
Black Shield (base: 32mm)
0‑1
25
Black Shield
6" 2+ 3+ 4 4 2 3 8 3+ 32mm
This unit can contain a maximum of 10 models. If this unit contains 6 or more models, it has Power Rating 16. Each Deathwatch Veteran, Watch Sergeant and Black Shield is equipped with: Deathwatch boltgun; power sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathwatch boltgun
Deathwatch boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
+10
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag
 - Frag
12"
Assault 2D3
6
-1
1
Blast
Blast
 - Shell
 - Shell
24"
Assault 2
7
-2
2
-
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Cryptclearer
 - Cryptclearer
18"
Assault 2
5
0
1
-
 - Wyrmsbreath
 - Wyrmsbreath
8"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
 - Xenopurge
 - Xenopurge
12"
Assault 2
4
-1
2
-
+15
Infernus heavy bolter
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+15
Infernus heavy bolter
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Heavy bolter
 - Heavy bolter
36"
Heavy 3
5
-1
2
-
 - Heavy flamer
 - Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+15
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+15
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+3
Stalker-pattern boltgun
+3
Stalker-pattern boltgun
30"
Heavy 1
4
-2
2
Special-issue Ammunition
Special-issue Ammunition
+15
Heavy thunder hammer
+15
Heavy thunder hammer
Melee
Melee
x2
-3
4
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+3
Power sword
+3
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+4
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+4
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Deathwatch Veteran, Watch Sergeant or Black Shield can have their Deathwatch boltgun and power sword replaced with one of the following:
  - Deathwatch shotgun
  - Stalker-pattern boltgun
  - Up to 2 items from the Deathwatch Equipment list
 • Up to 4 Deathwatch Veterans can each have their Deathwatch boltgun and power sword replaced with one of the following: 1 Deathwatch frag cannon; 1 infernus heavy bolter; 1 heavy bolter; 1 heavy flamer; 1 missile launcher.
 • For every 5 models in the unit, one model can have their boltgun and power sword replaced with 1 heavy thunder hammer.
 • If a Watch Sergeant is not equipped with 1 storm shield, it can be equipped with 1 combat shield.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Black Shield: If a Black Shield is equipped with two melee weapons from the Deathwatch Equipment list, increase its Attacks characteristic to 4.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CORE, VETERANS


6

Grey Hunters

NoNAME  M WS BS S T W A Ld Sv Base
18
Grey Hunter (base: 32mm)
4‑9
18
Grey Hunter
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Grey Hunter Pack Leader (base: 32mm)
1
18
Grey Hunter Pack Leader
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
18
Wolf Guard Pack Leader (base: 32mm)
0‑1
18
Wolf Guard Pack Leader
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
33
Wolf Guard Terminator Pack Leader (base: 40mm)
0‑1
33
Wolf Guard Terminator Pack Leader
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
If this unit contains 6 or more GREY HUNTER models, it has Power Rating 11. If this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, it has Power Rating +2. This unit cannot contain both a Wolf Guard Pack Leader and a Wolf Guard Terminator Pack Leader. A Wolf Guard Terminator Pack Leader is equipped with: storm bolter; power sword. Every other model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+1
Astartes chainsword
+1
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Wolf standard
Each time an Advance roll or charge roll is made for the bearer’s unit, you can re-roll any dice rolls of 1.
+5
Wolf standard
Each time an Advance roll or charge roll is made for the bearer’s unit, you can re-roll any dice rolls of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of Grey Hunters can each be equipped with 1 Astartes chainsword.
 • 1 Grey Hunter can be equipped with 1 wolf standard.
 • For every 5 models this unit contains, 1 Grey Hunter can have its boltgun replaced with 1 weapon from the Special Weapons list.
 • 1 Grey Hunter can have its bolt pistol replaced with 1 plasma pistol.
 • The Grey Hunter Pack Leader can be equipped with one of the following: 1 Astartes chainsword; 1 power axe; 1 power fist; 1 power sword.
 • The Wolf Guard Pack Leader’s boltgun can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Pack Leader’s bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Terminator Pack Leader’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 thunder hammer; 1 storm shield.
 • The Wolf Guard Terminator Pack Leader’s storm bolter can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 thunder hammer; 1 weapon from the Combi-weapons list.
ABILITIES
ABILITIES
Angels of Death
Crux Terminatus: The Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS (Wolf Guard Pack Leader): INFANTRY, CORE, WOLF GUARD
KEYWORDS (Wolf Guard Terminator Pack Leader): INFANTRY, CORE, TERMINATOR, WOLF GUARD
KEYWORDS (Others): INFANTRY, CORE, GREY HUNTERS


13

Kill Team Cassius

NoNAME  M WS BS S T W A Ld Sv Base
Veteran (base: 32mm)
4Veteran 6" 3+ 3+ 4 4 2 2 8 3+ 32mm
Watch Sergeant (base: 32mm)
1Watch Sergeant 6" 3+ 3+ 4 4 2 3 9 3+ 32mm
Terminator (base: 40mm)
1Terminator 5" 3+ 3+ 4 4 3 2 8 2+ 40mm
Veteran Biker (base: 75 x 42mm)
1Veteran Biker 14" 3+ 3+ 4 5 3 2 8 3+ 75 x 42mm
Vanguard Veteran (base: 32mm)
2Vanguard Veteran 12" 3+ 3+ 4 4 2 2 8 3+ 32mm
• The Watch Sergeant is equipped with: Deathwatch boltgun; frag grenades; krak grenades.
• One Veteran is equipped with: plasma pistol; power sword; frag grenades; krak grenades.
• One Veteran is equipped with: Deathwatch boltgun; Astartes chainsword; frag grenades; krak grenades.
• One Veteran is equipped with: Deathwatch combi-melta; frag grenades; krak grenades.
• One Veteran is equipped with: Deathwatch frag cannon; frag grenades; krak grenades.
• The Terminator is equipped with: Deathwatch heavy flamer; meltagun; power fist; Deathwatch teleport homer.
• The Veteran Biker is equipped with: Deathwatch twin boltgun; power sword; frag grenades; krak grenades.
• One Vanguard Veteran is equipped with: 2 lightning claws; frag grenades; krak grenades.
• One Vanguard Veteran is equipped with: hand flamer; Astartes chainsword; frag grenades; krak grenades. Your army can only include one KILL TEAM CASSIUS unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hand flamer
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Deathwatch boltgun
Deathwatch boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
Deathwatch combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Deathwatch combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag
 - Frag
12"
Assault 2D3
6
-1
1
Blast
Blast
 - Shell
 - Shell
24"
Assault 2
7
-2
2
-
Deathwatch heavy flamer
Before selecting targets, select one of the profiles below to make attacks with. Each time an attack is made with this weapon, that attack automatically hits the target.
Deathwatch heavy flamer
Before selecting targets, select one of the profiles below to make attacks with. Each time an attack is made with this weapon, that attack automatically hits the target.
 - Hellfire
 - Hellfire
12"
Heavy D6
2
0
1
Each time an attack is made with this weapon profile, unless the target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
Each time an attack is made with this weapon profile, unless the target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
 - Infernum
 - Infernum
12"
Heavy 2D6
4
0
1
Blast
Blast
 - Promethium
 - Promethium
12"
Heavy D6
5
-1
1
-
Deathwatch twin boltgun
Deathwatch twin boltgun
24"
Rapid Fire 2
4
0
1
Special-issue Ammunition
Special-issue Ammunition
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Mixed Unit
Crux Terminatus: This unit’s Terminator has a 5+ invulnerable save.
Unflinching: This unit automatically passes Morale tests.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CORE, SMOKESCREEN, KILL TEAM, KILL TEAM CASSIUS


5

Crusader Squad

NoNAME  M WS BS S T W A Ld Sv Base
15
Initiate (base: 32mm)
4‑9
15
Initiate
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
14
Neophyte (base: 25mm)
0‑10
14
Neophyte
6" 3+ 3+ 4 4 1 1 6 4+ 25mm
15
Sword Brother (base: 32mm)
1
15
Sword Brother
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains 5 or more Initiates, it has Power Rating 10. If this unit contains between 1-5 Neophytes, it has Power Rating +3. If this unit contains 6 or more Neophytes, it has Power Rating +6. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes shotgun
Astartes shotgun
18"
Assault 2
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Sword Brother’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Sword Brother’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • Any number of Neophytes in the unit can each have their boltgun replaced with one of the following: 1 Astartes shotgun; 1 combat knife.
 • Any number of Initiates in the unit can each have their boltgun replaced with 1 Astartes chainsword.
 • If this unit contains 9 or fewer models, 1 Initiate’s boltgun can be replaced with one of the following: 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
 • If this unit contains 10 or more models:
  - 1 Initiate’s boltgun can be replaced with 1 weapon from the Special Weapons list.
  - 1 Initiate’s boltgun can be replaced with one of the following: 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 weapon from the Heavy Weapons list.
ABILITIES
ABILITIES
Angels of Death
Blind Grenades: While this unit contains 1 or more Neophytes, it has the SMOKESCREEN keyword.
Paired Combatants: While this unit contains at least as many Initiates as Neophytes, each time a melee attack is made by a Neophyte model in this unit, re-roll a hit roll of 1.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, CRUSADER SQUAD


Dedicated Transport


4

Drop Pod

NoNAME  M WS BS S T W A Ld Sv Base
70
Drop Pod (base: Use model)
1
70
Drop Pod
- - 3+ 6 6 8 - 8 3+ Use model
A Drop Pod is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathwind launcher
Deathwind launcher
12"
Heavy D6
5
0
1
Blast
Blast
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s storm bolter can be replaced with 1 deathwind launcher.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
Drop Pod Assault: This transport must start the battle set up high in the skies (see Death From Above) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This transport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this transport must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from any enemy models. After this transport has been set up on the battlefield, no units can embark within it.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, DROP POD


7

Impulsor

NoNAME  M WS BS S T W! A Ld Sv Base
110
Impulsor (base: 100mm)
1
110
Impulsor
14" 6+ 3+ 7 7 6-11 3 8 3+ 100mm
7" 6+ 4+ 7 7 3-5 D3 8 3+
4" 6+ 5+ 7 7 1-2 1 8 3+
An Impulsor is equipped with: 2 storm bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Bellicatus missile array
Before selecting targets, select one of the profiles below to make attacks with.
+20
Bellicatus missile array
Before selecting targets, select one of the profiles below to make attacks with.
 - Krak missiles
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
 - Frag missiles
48"
Heavy D6
4
0
1
Blast
Blast
 - Icarus missiles
 - Icarus missiles
48"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
+10
Ironhail skytalon array
+10
Ironhail skytalon array
36"
Heavy 8
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
OTHER WARGEAR
ABILITIES 
+15
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
+15
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
+15
Shield dome
The bearer has a 5+ invulnerable save.
+15
Shield dome
The bearer has a 5+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 ironhail heavy stubber.
 • This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.
 • This model can be equipped with one of the following: 1 shield dome; 1 orbital comms array; 1 bellicatus missile array; 1 ironhail skytalon array.
ABILITIES
ABILITIES
Angels of Death
Assault Vehicle: Units embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, REPULSOR FIELD, IMPULSOR


3

Land Speeder Storm

NoNAME  M WS BS S T W A Ld Sv Base
55
Land Speeder Storm (base: 65mm)
1
55
Land Speeder Storm
18" 3+ 3+ 4 6 7 2 7 4+ 65mm
A Land Speeder Storm is equipped with: cerberus launcher; heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cerberus launcher
Cerberus launcher
18"
Heavy D6
4
0
1
Blast
Blast
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
ABILITIES
ABILITIES
Angels of Death, Outflank
Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Assault Vehicle: Units embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 3” suffers 1 mortal wound.
TRANSPORT
TRANSPORT
This model has a transport capacity of 5 SCOUT INFANTRY models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND SPEEDER, SCOUT, FLY, TRANSPORT, LAND SPEEDER STORM


6

Razorback

NoNAME  M WS BS S T W! A Ld Sv Base
110
Razorback (base: Use model)
1
110
Razorback
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Razorback is equipped with: twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+15
Twin assault cannon
+15
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 twin lascannon; 1 twin assault cannon.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RAZORBACK


4

Rhino

NoNAME  M WS BS S T W! A Ld Sv Base
80
Rhino (base: Use model)
1
80
Rhino
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Rhino is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 additional storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RHINO


4

Dreadnought Drop Pod

NoNAME  M WS BS S T W A Ld Sv Base
70
Dreadnought Drop Pod (base: Use model)
1
70
Dreadnought Drop Pod
- - - 6 6 8 - 8 3+ Use model
A Dreadnought Drop Pod is not equipped with anything.
ABILITIES
ABILITIES
Angels of Death, Death From Above
Drop Pod Assault: This transport must start the battle set up high in the skies (see Death From Above) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This transport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this transport must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from any enemy models. After this transport has been set up on the battlefield, no units can embark within it.
Dreadnought Transport: If your army is Battle-forged, then for each DREADNOUGHT model that has a Wounds characteristic of 9 or less included in a Detachment, you can Include 1 DREADNOUGHT DROP POD model in that Detachment without taking up an additional Battlefield Role slot. No more than 1 DREADNOUGHT DROP POD model can be taken for each such DREADNOUGHT model.
Explodes: When this model is destroged, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
TRANSPORT
TRANSPORT
This model has a transport capacity of 1 DREADNOUGHT model. It cannot transport DREADNOUGHT models that have a Wounds characteristic of 10 or more.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, DROP POD, DREADNOUGHT DROP POD


10

Terrax-pattern Termite

NoNAME  M WS BS S T W! A Ld Sv Base
180
Terrax-pattern Termite (base: Use model)
1
180
Terrax-pattern Termite
8" 4+ 3+ 7 8 8-14 3 8 3+ Use model
5" 4+ 4+ 7 8 4-7 D3 8 3+
3" 4+ 5+ 7 8 1-3 1 8 3+
A Terrax pattern Termite is equipped with: Terrax melta cutter, 2 Terrax storm bolters; Termite drill.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Terrax melta cutter
Terrax melta cutter
12"
Heavy 5
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Terrax heavy flamer
Terrax heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Terrax storm bolter
Terrax storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Twin Terrax volkite charger
+5
Twin Terrax volkite charger
20"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Termite drill
Termite drill
Melee
Melee
x2
-4
D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 Terrax storm bolters can be replaced with one of the following: 2 Terrax heavy flamers; 2 twin Terrax volkite chargers.
ABILITIES
ABILITIES
Angels of Death
Subterranean Assault: During deployment, you can set up this model underground instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Any embarked models can then disembark, but must be set up on the battlefield more than 9" away from any enemy models.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, TERRAX-PATTERN TERMITE


6

Razorback (Legendary)

NoNAME  M WS BS S T W! A Ld Sv Base
110
Razorback (base: Use model)
1
110
Razorback
12" 6+ 3+ 6 7 6-10 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Razorback is equipped with: twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+15
Twin assault cannon
+15
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 twin lascannon; 1 twin assault cannon.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model’s twin heavy bolter can be replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, WULFEN or CENTURION models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, RAZORBACK


Elites


6

Aggressor Squad

NoNAME  M WS BS S T W A Ld Sv Base
40
Aggressor (base: 40mm)
2‑5
40
Aggressor
5" 3+ 3+ 4 5 3 3 7 3+ 40mm
40
Aggressor Sergeant (base: 40mm)
1
40
Aggressor Sergeant
5" 3+ 3+ 4 5 3 4 8 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 12. Every model is equipped with: 2 flamestorm gauntlets.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Auto boltstorm gauntlet (shooting)
Auto boltstorm gauntlet (shooting)
18"
Assault 3
4
0
1
-
Flamestorm gauntlet (shooting)
Flamestorm gauntlet (shooting)
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Fragstorm grenade launcher
+5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Auto boltstorm gauntlet (melee)
Auto boltstorm gauntlet (melee)
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
Flamestorm gauntlet (melee)
Flamestorm gauntlet (melee)
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their 2 flamestorm gauntlets replaced with: 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher each.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, MK X GRAVIS, AGGRESSOR SQUAD


6

Ancient in Terminator Armour

NoNAME  M WS BS S T W A Ld Sv Base
100
Ancient in Terminator Armour (base: 40mm)
1
100
Ancient in Terminator Armour
6" 3+ 3+ 4 4 5 3 8 2+ 40mm
An Ancient in Terminator Armour is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Chainfist
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+10
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • If this model is from the Blood Angels Chapter (or one of its successor Chapters), its storm bolter and power fist can be replaced with one of the following: 1 lightning claw; 1 storm bolter; 1 thunder hammer.
 • This model’s storm bolter and power fist can be replaced with one of the following: 1 lightning claw; 1 storm bolter; 1 thunder hammer.
 • If this model is from the Dark Angels Chapter (or one of its successor Chapters), its power fist can be replaced with 1 chainfist.
 • This model’s power fist can be replaced with 1 chainfist.
 • If this model is from the Dark Angels Chapter (or one of its successor Chapters), its storm bolter and power fist can be replaced with one of the following: 2 lightning claws; 1 thunder hammer and 1 storm shield.
 • This model’s storm bolter and power fist can be replaced with one of the following: 2 lightning claws; 1 thunder hammer and 1 storm shield.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Deathwing Command Squad: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword. For each DEATHWING COMMAND SQUAD unit included in a Detachment, one DEATHWING ANCIENT unit can be included in that Detachment without taking up a Battlefield Role slot.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
Astartes Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made be a enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, TERMINATOR, ANCIENT, WOLF GUARD, DEATHWING


4

Apothecary

NoNAME  M WS BS S T W A Ld Sv Base
75
Apothecary (base: 32mm)
1
75
Apothecary
6" 3+ 3+ 4 4 4 3 8 3+ 32mm
An Apothecary is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly INFANTRY or BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly INFANTRY or BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Command Squad: For each COMPANY VETERANS unit included in a Detachment, one COMMAND SQUAD APOTHECARY unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, COMMAND SQUAD, APOTHECARY


5

Bladeguard Ancient

NoNAME  M WS BS S T W A Ld Sv Base
85
Bladeguard Ancient (base: 40mm)
1
85
Bladeguard Ancient
6" 3+ 3+ 4 4 5 4 9 3+ 40mm
A Bladeguard Ancient is equipped with: heavy bolt pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Astartes Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made be a enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
Deeds of Heroism (Aura): While a friendly BLADEGUARD unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, ANCIENT, BLADEGUARD, BLADEGUARD ANCIENT, DEATHWING, WOLF GUARD


5

Bladeguard Veteran Squad

NoNAME  M WS BS S T W A Ld Sv Base
35
Bladeguard Veteran (base: 40mm)
2‑5
35
Bladeguard Veteran
6" 3+ 3+ 4 4 3 3 8 3+ 40mm
35
Bladeguard Veteran Sergeant (base: 40mm)
1
35
Bladeguard Veteran Sergeant
6" 3+ 3+ 4 4 3 4 9 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 10. Every model is equipped with: heavy bolt pistol; master-crafted power sword; frag grenades; krak grenades; storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
+5
Neo-volkite pistol
+5
Neo-volkite pistol
15"
Pistol 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Bladeguard Veteran Sergeant’s heavy bolt pistol can be replaced with one of the following: 1 neo-volkite pistol; 1 plasma pistol.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, BLADEGUARD, BLADEGUARD VETERAN SQUAD, DEATHWING, WOLF GUARD


9

Centurion Assault Squad

NoNAME  M WS BS S T W A Ld Sv Base
55
Assault Centurion (base: 50mm)
2‑5
55
Assault Centurion
5" 3+ 3+ 5 5 4 3 7 2+ 50mm
55
Assault Centurion Sergeant (base: 50mm)
1
55
Assault Centurion Sergeant
5" 3+ 3+ 5 5 4 4 8 2+ 50mm
If this unit contains 4 or more models, it has Power Rating 18. Every model is equipped with: 2 flamers; siege drills; Centurion assault launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Hurricane bolter
+10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
+5
Meltagun
+5
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Siege drills
Siege drills
Melee
Melee
x2
-4
3
-
OTHER WARGEAR
ABILITIES 
Centurion assault launcher
While the bearer is on the battlefield, its unit has the ASSAULT LAUNCHERS keyword.
Centurion assault launcher
While the bearer is on the battlefield, its unit has the ASSAULT LAUNCHERS keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their 2 flamers replaced with 2 meltaguns.
 • Any number of models can each have their Centurion assault launcher replaced with 1 hurricane bolter.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Omniscope: Each time a model in this unit makes a ranged attack, if this unit contains a Centurion Sergeant, then the target does not receive the benefits of cover against that attack.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CENTURION, CENTURION ASSAULT SQUAD


4

Company Ancient

NoNAME  M WS BS S T W A Ld Sv Base
75
Company Ancient (base: 32mm)
1
75
Company Ancient
6" 3+ 3+ 4 4 4 3 8 3+ 32mm
A Company Ancient is equipped with: bolt pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Angels of Death
Astartes Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made be a enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
Command Squad: For each COMPANY VETERANS unit included in a Detachment, one COMMAND SQUAD COMPANY CHAMPION unit can be included in that Detachment without taking up a Battlefield Role slot.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, ANCIENT, COMMAND SQUAD, COMPANY ANCIENT, WOLF GUARD


3

Company Champion

NoNAME  M WS BS S T W A Ld Sv Base
55
Company Champion (base: 32mm)
1
55
Company Champion
6" 2+ 3+ 4 4 4 4 8 3+ 32mm
A Company Champion is equipped with: bolt pistol; master-crafted power sword; frag grenades; krak grenades; combat shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
ABILITIES
ABILITIES
Angels of Death
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Command Squad: For each COMPANY VETERANS unit included in a Detachment, one COMMAND SQUAD COMPANY CHAMPION unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, COMMAND SQUAD, COMPANY CHAMPION


3

Company Veterans

NoNAME  M WS BS S T W A Ld Sv Base
20
Company Veteran (base: 32mm)
1‑4
20
Company Veteran
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
20
Company Veteran Sergeant (base: 32mm)
1
20
Company Veteran Sergeant
6" 3+ 3+ 4 4 2 3 9 3+ 32mm
If this unit contains 3 or more models, it has Power Rating 8. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+3
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+3
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their bolt pistol replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield [maximum 1 per model).
 • Any number of models can each have their boltgun replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model).
 • Any number of Company Veterans can each have their boltgun replaced with 1 weapon from the Special Weapons list.
 • If this unit contains 5 models, 1 Company Veteran's boltgun can be replaced with 1 weapon from the Heavy Weapons list.
 • If this unit is from the Dark Angels Chapter (or one of its successor Chapters), any number of its models that are not equipped with a storm shield can each be equipped with 1 combat shield.
 • Any number of its models that are not equipped with a storm shield can each be equipped with 1 combat shield.
ABILITIES
ABILITIES
Angels of Death
Command Squad: If a Detachment includes a CAPTAIN, then one COMPANY VETERANS unit can be included in that Detachment without taking up a Battlefield Role slot.
Bodyguard: While a friendly CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, COMMAND SQUAD, COMPANY VETERANS, WOLF GUARD


8

Contemptor Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
150
Contemptor Dreadnought (base: 60mm)
1
150
Contemptor Dreadnought
8" 3+ 3+ 7 7 9 4 8 3+ 60mm
A Contemptor Dreadnought is equipped with: combi-bolter; multi-melta; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
Kheres-pattern assault cannon
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s multi-melta can be replaced with 1 kheres-pattern assault cannon.
ABILITIES
ABILITIES
Angels of Death
Atomantic Shielding: This model has a 5+ invulnerable save.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, CONTEMPTOR DREADNOUGHT


7

Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
120
Dreadnought (base: 60mm)
1
120
Dreadnought
6" 3+ 3+ 6 7 8 4 8 3+ 60mm
A Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Great wolf claw
Great wolf claw
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's assault cannon can be replaced with 1 weapon from the Dreadnought Weapons list.
 • This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:
  - 1 missile launcher.
  - 1 Dreadnought combat weapon and 1 heavy flamer.
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters), its Dreadnought combat weapon can be replaced with 1 great wolf claw.
 • This model’s Dreadnought combat weapon can be replaced with 1 great wolf claw.
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, SMOKESCREEN, DREADNOUGHT


8

Invictor Tactical Warsuit

NoNAME  M WS BS S T W! A Ld Sv Base
160
Invictor Tactical Warsuit (base: 90mm)
1
160
Invictor Tactical Warsuit
10" 3+ 3+ 7 6 7-13 4 8 3+ 90mm
8" 4+ 4+ 7 6 4-6 4 8 3+
6" 5+ 5+ 7 6 1-3 4 8 3+
An Invictor Tactical Warsuit is equipped with: fragstorm grenade launcher; heavy bolter; incendium cannon; twin ironhail heavy stubber; Invictor fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Incendium cannon
Incendium cannon
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin ironhail heavy stubber
Twin ironhail heavy stubber
36"
Heavy 8
4
-1
1
-
Twin ironhail autocannon
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
Invictor fist
Invictor fist
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's incendium cannon can be replaced with 1 twin ironhail autocannon.
ABILITIES
ABILITIES
Angels of Death, Concealed Positions
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, INVICTOR TACTICAL WARSUIT


8

Ironclad Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
135
Ironclad Dreadnought (base: 60mm)
1
135
Ironclad Dreadnought
6" 3+ 3+ 6 8 8 4 8 3+ 60mm
An Ironclad Dreadnought is equipped with: meltagun; storm bolter; Ironclad combat weapon; seismic hammer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Hurricane bolter
+5
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Ironclad combat weapon
Ironclad combat weapon
Melee
Melee
x2
-3
3
-
Seismic hammer
Seismic hammer
Melee
Melee
x2
-4
5
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Ironclad assault launchers
The bearer has the ASSAULT LAUNCHERS keyword.
+5
Ironclad assault launchers
The bearer has the ASSAULT LAUNCHERS keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s seismic hammer can be replaced with 1 Dreadnought chainfist.
 • This model’s Ironclad combat weapon and storm bolter can be replaced with 1 hurricane bolter.
 • This model’s storm bolter can be replaced with 1 heavy flamer.
 • This model’s meltagun can be replaced with 1 heavy flamer.
 • This model can be equipped with up to 2 hunter-killer missiles.
 • This model can be equipped with 1 Ironclad assault launchers.
ABILITIES
ABILITIES
Angels of Death
Wrecker: Each time this model makes a melee attack, if it is equipped with an Ironclad combat weapon, re-roll a hit roll of 1.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, SMOKESCREEN, IRONCLAD DREADNOUGHT


5

Judiciar

NoNAME  M WS BS S T W A Ld Sv Base
85
Judiciar (base: 40mm)
1
85
Judiciar
6" 2+ 3+ 4 4 5 4 9 3+ 40mm
A Judiciar is equipped with: absolvor bolt pistol; executioner relic blade; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Executioner relic blade
Executioner relic blade
Melee
Melee
+3
-3
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Blade Parry: This model has a 4+ invulnerable save against melee weapons.
Tempormortis: At the start of the Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, JUDICIAR


4

Primaris Ancient

NoNAME  M WS BS S T W A Ld Sv Base
80
Primaris Ancient (base: 40mm)
1
80
Primaris Ancient
6" 3+ 3+ 4 4 5 4 8 3+ 40mm
A Primaris Ancient is equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Bolt rifle
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
Astartes Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made be a enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, ANCIENT, WOLF GUARD


4

Primaris Apothecary

NoNAME  M WS BS S T W A Ld Sv Base
80
Primaris Apothecary (base: 40mm)
1
80
Primaris Apothecary
6" 3+ 3+ 4 4 5 4 8 3+ 40mm
A Primaris Apothecary is equipped with: absolvor bolt pistol; reductor pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Reductor pistol
Reductor pistol
3"
Pistol 1
4
-4
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly INFANTRY or BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly INFANTRY or BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, APOTHECARY


9

Redemptor Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
175
Redemptor Dreadnought (base: 90mm)
1
175
Redemptor Dreadnought
8" 3+ 3+ 7 7 7-13 4 8 3+ 90mm
6" 4+ 4+ 7 7 4-6 4 8 3+
4" 5+ 5+ 7 7 1-3 4 8 3+
A Redemptor Dreadnought is equipped with: 2 fragstorm grenade launchers; heavy flamer; heavy onslaught gatling cannon; Redemptor fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy onslaught gatling cannon
Heavy onslaught gatling cannon
30"
Heavy 12
6
-1
1
-
+5
Icarus rocket pod
+5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
8
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Onslaught gatling cannon
+5
Onslaught gatling cannon
24"
Heavy 8
5
-1
1
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Redemptor fist
Redemptor fist
Melee
Melee
x2
-3
D3+3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Icarus rocket pod.
 • This model’s heavy flamer can be replaced with 1 onslaught gatling cannon.
 • This model’s heavy onslaught gatling cannon can be replaced with 1 macro plasma incinerator.
 • This model’s 2 fragstorm grenade launchers can be replaced with 2 storm bolters.
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, REDEMPTOR DREADNOUGHT


5

Reiver Squad

NoNAME  M WS BS S T W A Ld Sv Base
18
Reiver (base: 32mm)
4‑9
18
Reiver
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
18
Reiver Sergeant (base: 32mm)
1
18
Reiver Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: special issue bolt pistol; combat knife; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt carbine
Bolt carbine
24"
Assault 2
4
0
1
-
Special issue bolt pistol
Special issue bolt pistol
12"
Pistol 1
4
-2
1
-
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+2
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+2
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+2
Reiver grav-chute
The bearer has the Death From Above ability.
+2
Reiver grav-chute
The bearer has the Death From Above ability.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their combat knife replaced with 1 bolt carbine each.
 • If the Reiver Sergeant is equipped with a bolt carbine, it can be equipped with 1 combat knife.
 • All of the models in the unit can be equipped with 1 Reiver grav-chute each.
 • All of the models in the unit can be equipped with 1 grapnel launcher each.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Terror Troops (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, PHOBOS, REIVER, SHOCK GRENADES, REIVER SQUAD


9

Relic Terminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
34
Relic Terminator (base: 40mm)
4‑9
34
Relic Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
34
Relic Terminator Sergeant (base: 40mm)
1
34
Relic Terminator Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 18. Every model is equipped with: combi-bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+5
Grenade harness
+5
Grenade harness
12"
Assault D6
4
-1
1
Blast
Blast
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Reaper autocannon
+5
Reaper autocannon
36"
Heavy 4
7
-2
1
-
+5
Volkite charger
+5
Volkite charger
20"
Heavy 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 5 models in this unit, 1 Relic Terminator’s combi-bolter can be replaced with one of the following: 1 heavy flamer; 1 reaper autocannon.
 • For every 5 models in this unit, 1 model can be equipped with 1 grenade harness.
 • Any number of models can each have their combi-bolter replaced with 1 lightning claw.
 • Any number of models can each have their power fist replaced with one of the following: 1 chainfist; 1 lightning claw.
 • The Relic Terminator Sergeant’s combi-bolter can be replaced with one of the following: 1 plasma blaster; 1 volkite charger.
 • The Relic Terminator Sergeant’s power fist can be replaced with 1 power sword.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Teleport Strike
Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, TERMINATOR, RELIC TERMINATOR SQUAD, DEATHWING, WOLF GUARD


4

Scout Squad

NoNAME  M WS BS S T W A Ld Sv Base
14
Scout (base: 25mm)
4‑9
14
Scout
6" 3+ 3+ 4 4 1 1 7 4+ 25mm
14
Scout Sergeant (base: 25mm)
1
14
Scout Sergeant
6" 3+ 3+ 4 4 1 2 8 4+ 25mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astartes shotgun
Astartes shotgun
18"
Assault 2
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+15
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+2
Scout sniper rifle
+2
Scout sniper rifle
36"
Heavy 1
4
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+2
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
+2
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Scout Sergeant's bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Scout Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • Any number of models can each have their boltgun replaced with one of the following: 1 Astartes shotgun; 1 Scout sniper rifle; 1 combat knife.
 • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher; 1 weapon from the Special Weapons list. A model can only take a weapon from the Special Weapons list if it is from the Space Wolves Chapter (or one of its successor Chapters).
 • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher; 1 weapon from the Special Weapons list.
 • 1 Scout’s boltgun can be replaced with one of the following: 1 heavy bolter; 1 missile launcher.
 • If this unit is from the Space Wolves Chapter (or one of its successor Chapters), 1 Scout’s boltgun and bolt pistol can be replaced with one of the following:
 • 1 Scout’s boltgun and bolt pistol can be replaced with one of the following:
  - 1 bolt pistol and 1 power axe.
  - 1 bolt pistol and 1 power sword.
  - 1 boltgun and 1 plasma pistol.
 • Any number of models can each be equipped with 1 camo cloak.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Concealed Positions, Outflank
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, SCOUT, SMOKESCREEN, SCOUT SQUAD


2

Servitors

NoNAME  M WS BS S T W A Ld Sv Base
Servitor (base: 25mm)
4Servitor 5" 5+ 5+ 3 3 1 1 6 4+ 25mm
Every model is equipped with: servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Multi-melta
+15
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 2 Servitors can each have their servo-arm replaced with one of the following: 1 heavy bolter; 1 multi-melta; 1 plasma cannon.
ABILITIES
ABILITIES
Mindlock: While this unit is within 6" of any friendly TECHMARINE units, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 9. In addition, if your army is Battle-forged, then for each TECHMARINE unit included in a Detachment, one SERVITORS unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, SERVITORS


6

Sternguard Veteran Squad

NoNAME  M WS BS S T W A Ld Sv Base
20
Sternguard Veteran (base: 32mm)
4‑9
20
Sternguard Veteran
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
20
Sternguard Veteran Sergeant (base: 32mm)
1
20
Sternguard Veteran Sergeant
6" 3+ 3+ 4 4 2 3 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; special issue boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Special issue boltgun
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Lightning claw
+5
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their special issue boltgun replaced with 1 weapon from the Combi-weapons list.
 • The Sternguard Veteran Sergeant’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 Astartes chainsword; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword.
 • The Sternguard Veteran Sergeant’s special issue boltgun can be replaced with one of the following: 1 weapon from the Pistols list; 1 Astartes chainsword; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword.
 • Up to 2 Sternguard Veterans can each have their special issue boltgun replaced with one of the following: 1 heavy flamer; 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, STERNGUARD VETERAN SQUAD


9

Terminator Assault Squad

NoNAME  M WS BS S T W A Ld Sv Base
33
Assault Terminator (base: 40mm)
4‑9
33
Assault Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
33
Assault Terminator Sergeant (base: 40mm)
1
33
Assault Terminator Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 18. Every model is equipped with: thunder hammer; storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
+5
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their thunder hammer and storm shield replaced with 2 lightning claws.
 • The unit can be equipped with 1 teleport homer.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Teleport Strike
Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, TERMINATOR, TERMINATOR ASSAULT SQUAD, DEATHWING, WOLF GUARD


9

Terminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
38
Terminator (base: 40mm)
4‑9
38
Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
38
Terminator Sergeant (base: 40mm)
1
38
Terminator Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 18. The Terminator Sergeant is equipped with: storm bolter; power sword. Every Terminator is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Assault cannon
+10
Assault cannon
24"
Heavy 6
6
-1
1
-
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Chainfist
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
OTHER WARGEAR
ABILITIES 
+5
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
+5
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every 5 models this unit contains, 1 Terminator’s storm bolter can be replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 storm bolter and 1 cyclone missile launcher.
 • Any number of models can each have their power fist replaced with 1 chainfist.
 • The unit can be equipped with 1 teleport homer.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Teleport Strike
Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
Deathwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the DEATHWING keyword.
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, TERMINATOR, TERMINATOR SQUAD, DEATHWING, WOLF GUARD


6

Vanguard Veteran Squad

NoNAME  M WS BS S T W A Ld Sv Base
19
Vanguard Veteran (base: 32mm)
4‑9
19
Vanguard Veteran
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
19
Vanguard Veteran Sergeant (base: 32mm)
1
19
Vanguard Veteran Sergeant
6" 3+ 3+ 4 4 2 3 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+15
Heavy thunder hammer
+15
Heavy thunder hammer
Melee
Melee
x2
-3
4
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Relic blade
+10
Relic blade
Melee
Melee
+3
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+3
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+3
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their bolt pistol replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model).
 • Any number of models can each have their Astartes chainsword replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model).
 • If this unit is from the Deathwatch Chapter, any number of its models can each have their bolt pistol and Astartes chainsword replaced with 1 heavy thunder hammer.
 • Any number of models can each have their bolt pistol and Astartes chainsword replaced with 1 heavy thunder hammer.
 • The Vanguard Veteran Sergeant's Astartes chainsword can be replaced with 1 relic blade.
 • All of the models in the unit can be equipped with 1 jump pack each (Power Rating +1 if the unit contains 5 models, Power Rating +2 if the unit contains 6 or more models).
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, VANGUARD VETERAN SQUAD


8

Venerable Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
135
Venerable Dreadnought (base: 60mm)
1
135
Venerable Dreadnought
6" 2+ 2+ 6 7 8 4 8 3+ 60mm
A Venerable Dreadnought is equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
+10
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
+10
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Cleave
 - Cleave
Melee
Melee
+4
-3
D3+3
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
 - Scythe
 - Scythe
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Great wolf claw
Great wolf claw
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
OTHER WARGEAR
ABILITIES 
+15
Blizzard shield
The bearer has a 4+ invulnerable save.
+15
Blizzard shield
The bearer has a 4+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s assault cannon can be replaced with 1 weapon from the Dreadnought Weapons list.
 • This model’s Dreadnought combat weapon and storm bolter can be replaced with one of the following:
  - 1 missile launcher.
  - 1 Dreadnought combat weapon and 1 heavy flamer.
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters), its Dreadnought combat weapon can be replaced with 1 great wolf claw.
 • This model’s Dreadnought combat weapon can be replaced with 1 great wolf claw.
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters), its assault cannon and Dreadnought combat weapon can be replaced with 1 Fenrisian great axe and 1 blizzard shield.
 • This model’s assault cannon and Dreadnought combat weapon can be replaced with 1 Fenrisian great axe and 1 blizzard shield.
 • If this model is from the Space Wolves Chapter (or one of its successor Chapters), its storm bolter can be replaced with 1 heavy flamer.
 • This model’s storm bolter can be replaced with 1 heavy flamer.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Unyielding Ancient: Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, SMOKESCREEN, VENERABLE DREADNOUGHT


6

Veteran Intercessor Squad

NoNAME  M WS BS S T W A Ld Sv Base
22
Veteran Intercessor (base: 32mm)
4‑9
22
Veteran Intercessor
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
22
Veteran Intercessor Sergeant (base: 32mm)
1
22
Veteran Intercessor Sergeant
6" 3+ 3+ 4 4 2 4 9 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Auto bolt rifle
Auto bolt rifle
24"
Assault 3
4
0
1
-
Bolt rifle
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
Stalker bolt rifle
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
+5
Hand flamer
+5
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+20
Thunder hammer
+20
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their bolt rifle replaced with 1 auto bolt rifle each.
 • All of the models in the unit can have their bolt rifle replaced with 1 stalker bolt rifle each.
 • All of the models in the unit can have their bolt pistol and bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword each (maximum 1 Astartes chainsword per model).
 • The Veteran Intercessor Sergeant’s heavy bolt pistol can be replaced with 1 of the following: 1 hand flamer; 1 plasma pistol.
 • If the Veteran Intercessor Sergeant is equipped with a heavy bolt pistol, a plasma pistol or a hand flamer, then its Astartes chainsword can be replaced with one of the following: 1 power fist; 1 power sword; 1 thunder hammer.
 • If the Veteran Intercessor Sergeant is not equipped with an Astartes chainsword, a power sword, a power fist or a thunder hammer, its bolt rifle, auto bolt rifle or stalker bolt rifle can be replaced with one of the following: 1 hand flamer; 1 plasma pistol; 1 Astartes chainsword; 1 power sword.
 • If the Veteran Intercessor Sergeant is not equipped with an Astartes chainsword or a power sword, it can be equipped with one of the following: 1 Astartes chainsword; 1 power fist; 1 power sword; 1 thunder hammer.
 • For every 5 models in this unit, 1 model equipped with a bolt rifle, auto bolt rifle or stalker bolt rifle can be equipped with 1 Astartes grenade launcher.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Wolf Guard: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the WOLF GUARD keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, INTERCESSORS, VETERAN INTERCESSOR SQUAD, WOLF GUARD


5

Chapter Ancient

NoNAME  M WS BS S T W A Ld Sv Base
100
Chapter Ancient (base: 32mm)
1
100
Chapter Ancient
6" 3+ 3+ 4 4 4 3 9 2+ 32mm
A Chapter Ancient is a single model equipped with: power sword; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Chapter Banner: In your Command phase, select one friendly ULTRAMARINES CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Astartes Banner (Aura): While a friendly ULTRAMARINES CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play – it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, ANCIENT, CHAPTER ANCIENT


4

Chapter Champion

NoNAME  M WS BS S T W A Ld Sv Base
75
Chapter Champion (base: 32mm)
1
75
Chapter Champion
6" 2+ 3+ 4 4 4 5 9 2+ 32mm
A Chapter Champion is a single model equipped with: champion’s blade; master-crafted power sword; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Champion’s blade
Champion’s blade
Melee
Melee
User
-2
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Skilful Parry: Each time a melee attack is made against this model, subtract 1 from the hit roll.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Superlative Duellist: When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, INFANTRY, CHAPTER CHAMPION


7

Death Company Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
125
Death Company Dreadnought (base: 60mm)
1
125
Death Company Dreadnought
6" 3+ 3+ 6 7 8 5 7 3+ 60mm
A Death Company Dreadnought is equipped with: meltagun; storm bolter; 2 Furioso fists; smoke launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Meltagun
+5
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Blood talons
+5
Blood talons
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Furioso fist
Furioso fist
Melee
Melee
x2
-3
3
-
OTHER WARGEAR
ABILITIES 
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 Furioso fists can be replaced with 2 blood talons.
 • This model’s storm bolter can be replaced with 1 heavy flamer.
 • This model’s meltagun can be replaced with 1 heavy flamer.
 • This model’s smoke launchers can be replaced with 1 magna-grapple.
ABILITIES
ABILITIES
Angels of Death, Black Rage
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: VEHICLE, DREADNOUGHT, DEATH COMPANY, DEATH COMPANY DREADNOUGHT


6

Death Company Intercessors

NoNAME  M WS BS S T W A Ld Sv Base
24
Death Company Intercessor (base: 32mm)
5‑10
24
Death Company Intercessor
6" 3+ 3+ 4 4 2 3 7 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Auto bolt rifle
Auto bolt rifle
24"
Assault 3
4
0
1
-
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
+5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Bolt rifle
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
+5
Hand flamer
+5
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Stalker bolt rifle
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+20
Thunder hammer
+20
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their bolt rifle replaced with 1 auto bolt rifle each.
 • All of the models in the unit can have their bolt rifle replaced with 1 stalker bolt rifle each
 • All of the models in the unit can have their bolt pistol and bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword each (maximum 1 Astartes chainsword per model).
 • One model can:
  - Have its bolt rifle, auto bolt rifle, stalker bolt rifle or heavy bolt pistol replaced with one of the following: 1 hand flamer; 1 plasma pistol.
  - If not equipped with an Astartes chainsword, power fist, power sword or thunder hammer, be equipped with one of the following: 1 Astartes chainsword; 1 power fist; 1 power sword; 1 thunder hammer.
  - Have its Astartes chainsword replaced with one of the following: 1 power fist; 1 power sword; 1 thunder hammer.
 • For every 5 models in this unit, 1 model equipped with a bolt rifle, auto bolt rifle or stalker bolt rifle can be equipped with 1 Astartes grenade launcher.
ABILITIES
ABILITIES
Angels of Death, Black Rage
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CORE, PRIMARIS, DEATH COMPANY, INTERCESSORS, DEATH COMPANY INTERCESSORS


7

Death Company Marines

NoNAME  M WS BS S T W A Ld Sv Base
22
Death Company Marine (base: 32mm)
5‑10
22
Death Company Marine
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Hand flamer
+5
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Inferno pistol
+5
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+15
Thunder hammer
+15
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+3
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+3
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their bolt pistol and Astartes chainsword replaced with one of the following: 1 boltgun; 1 thunder hammer.
 • Any number of models can each have their bolt pistol replaced with one of the following: 1 hand flamer; 1 inferno pistol; 1 plasma pistol.
 • Any number of models can each have their Astartes chainsword replaced with one of the following: 1 power axe; 1 power fist; 1 power maul; 1 power sword.
 • All of the models in the unit can be equipped with 1 jump pack each (Power Rating +1 if the unit contains 5 models, Power Rating +2 if the unit contains 6 or more models).
ABILITIES
ABILITIES
Angels of Death, Black Rage
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CORE, DEATH COMPANY, DEATH COMPANY MARINES


10

Deathwatch Terminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
33
Deathwatch Terminator (base: 40mm)
4‑9
33
Deathwatch Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
33
Deathwatch Terminator Sergeant (base: 40mm)
1
33
Deathwatch Terminator Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 20. The Deathwatch Terminator Sergeant is equipped with: storm bolter; power sword. Every Deathwatch Terminator is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Assault cannon
+15
Assault cannon
24"
Heavy 6
6
-1
1
-
+20
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
+5
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 plasma cannon; 1 storm bolter and 1 cyclone missile launcher
 • Any number of models can each have their power fist replaced with one of the following: 1 chainfist; 1 power axe; 1 power maul; 1 power sword.
 • Any number of models can each have their storm bolter and power fist or storm bolter and power sword replaced with one of the following: 2 lightning claws; 1 thunder hammer and 1 storm shield.
 • The unit can be equipped with 1 Deathwatch teleport homer.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Teleport Strike
Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CORE, TERMINATOR, DEATHWATCH TERMINATOR SQUAD


5

Deathwing Apothecary

NoNAME  M WS BS S T W A Ld Sv Base
100
Deathwing Apothecary (base: 40mm)
1
100
Deathwing Apothecary
5" 3+ 3+ 4 4 5 3 8 2+ 40mm
A Deathwing Apothecary is equipped with: storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Crux Terminatus: This model has a 5+ invulnerable save.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Command Squad: For each DEATHWING COMMAND SQUAD unit included in a Detachment, one DEATHWING APOTHECARY unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, DEATHWING, INNER CIRCLE, APOTHECARY, DEATHWING APOTHECARY


4

Deathwing Champion

NoNAME  M WS BS S T W A Ld Sv Base
80
Deathwing Champion (base: 40mm)
1
80
Deathwing Champion
5" 2+ 3+ 4 4 5 4 8 2+ 40mm
A Deathwing Champion is equipped with: Halberd of Caliban. Your army can only include one DEATHWING COMPANY CHAMPION model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Halberd of Caliban
Halberd of Caliban
Melee
Melee
+3
-3
2
Each time the bearer fights, if it is within Engagement Range of an enemy unit that contains 10 or more models, it can make 3 additional attacks with this weapon that must target a unit that contains 10 or more models.
Each time the bearer fights, if it is within Engagement Range of an enemy unit that contains 10 or more models, it can make 3 additional attacks with this weapon that must target a unit that contains 10 or more models.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Crux Terminatus: This model has a 5+ invulnerable save.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Command Squad: For each DEATHWING COMMAND SQUAD unit included in a Detachment, one DEATHWING CHAMPION unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: CHARACTER, INFANTRY, TERMINATOR, DEATHWING, INNER CIRCLE, COMPANY CHAMPION, DEATHWING CHAMPION


4

Deathwing Command Squad

NoNAME  M WS BS S T W A Ld Sv Base
35
Deathwing Terminator (base: 40mm)
1‑4
35
Deathwing Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
35
Deathwing Sergeant (base: 40mm)
1
35
Deathwing Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 3 or more models, it has Power Rating 10. The Deathwing Sergeant is equipped with: storm bolter; power sword. Every Deathwing Terminator is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Assault cannon
+10
Assault cannon
24"
Heavy 6
6
-1
1
-
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their storm bolter and power fist or power sword replaced with one of the following: 2 lightning claws; 1 thunder hammer and 1 storm shield.
 • Any number of models can each have their power fist replaced with 1 chainfist.
 • If this unit contains 5 models, 1 Deathwing Terminator’s storm bolter can be replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 plasma cannon; 1 storm bolter and 1 cyclone missile launcher.
 • This unit can be equipped with 1 Watcher in the Dark.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Teleport Strike
Bodyguard: While a friendly DARK ANGELS CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Crux Terminatus: Models in this unit have a 5+ invulnerable save.
Command Squad: If a Detachment includes a DEATHWING TERMINATOR CAPTAIN unit, then one DEATHWING COMMAND SQUAD unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: INFANTRY, CORE, TERMINATOR, DEATHWING, INNER CIRCLE, COMMAND SQUAD, DEATHWING COMMAND SQUAD


11

Deathwing Knights

NoNAME  M WS BS S T W A Ld Sv Base
47
Deathwing Knight (base: 40mm)
4‑9
47
Deathwing Knight
5" 2+ 2+ 4 4 3 2 8 2+ 40mm
47
Knight Master (base: 40mm)
1
47
Knight Master
5" 2+ 2+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models it has Power Rating 22. The Knight Master is equipped with: Flail of the Unforgiven; storm shield. Every Deathwing Knight is equipped with: mace of absolution; storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flail of the Unforgiven
Flail of the Unforgiven
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Mace of absolution
Mace of absolution
Melee
Melee
x2
-2
3
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This unit can be equipped with 1 Watcher in the Dark.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Inner Circle, Teleport Strike
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: INFANTRY, CORE, TERMINATOR, DEATHWING, INNER CIRCLE, DEATHWING KNIGHTS


9

Deathwing Terminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
33
Deathwing Terminator (base: 40mm)
4‑9
33
Deathwing Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
33
Deathwing Sergeant (base: 40mm)
1
33
Deathwing Sergeant
5" 3+ 3+ 4 4 3 3 9 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 18. The Deathwing Sergeant is equipped with: storm bolter, power sword. Every Deathwing Terminator is equipped with: storm bolter, power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Assault cannon
+10
Assault cannon
24"
Heavy 6
6
-1
1
-
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their storm bolter and power fist or power sword replaced with: 2 lightning claws; 1 thunder hammer and 1 storm shield.
 • Any number of models can each have their power fist replaced with 1 chainfist.
 • For every five models this unit contains, 1 Deathwing Terminator’s storm bolter can be replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 plasma cannon; 1 storm bolter and 1 cyclone missile launcher.
 • This unit can be equipped with 1 Watcher in the Dark.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Inner Circle, Teleport Strike
Crux Terminatus: Models in this unit have a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: INFANTRY, CORE, TERMINATOR, DEATHWING, INNER CIRCLE, DEATHWING TERMINATOR SQUAD


7

Furioso Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
120
Furioso Dreadnought (base: 60mm)
1
120
Furioso Dreadnought
6" 3+ 3+ 6 7 8 4 8 3+ 60mm
A Furioso Dreadnought is equipped with: heavy frag cannon; storm bolter; 1 Furioso fist; smoke launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy frag cannon
Heavy frag cannon
18"
Heavy 2D3
7
-1
2
Blast
Blast
+5
Meltagun
+5
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Blood talons
+5
Blood talons
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Furioso fist
Furioso fist
Melee
Melee
x2
-3
3
-
OTHER WARGEAR
ABILITIES 
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s heavy frag cannon can be replaced with 1 Furioso fist and 1 meltagun.
 • If this model is equipped with 2 Furioso fists, they can be replaced with 2 blood talons.
 • This model’s storm bolter can be replaced with 1 heavy flamer.
 • This model’s meltagun can be replaced with one of the following: 1 heavy flamer; 1 storm bolter (maximum 1 storm bolter per model).
 • This model’s smoke launchers can be replaced with 1 magna-grapple.
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Furioso combat weapons: If this model is equipped with 2 Furioso fists or 2 blood talons, add 1 to its Attacks characteristic.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: VEHICLE, DREADNOUGHT, FURIOSO DREADNOUGHT


2

Honour Guard

NoNAME  M WS BS S T W A Ld Sv Base
25
Honour Guard (base: 32mm)
2
25
Honour Guard
6" 3+ 3+ 4 4 2 2 9 2+ 32mm
This unit contains 2 Honour Guard. Every model is equipped with: boltgun; bolt pistol; power axe; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Honour Guard: While a friendly ULTRAMARINES CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: INFANTRY, CORE, HONOUR GUARD


5

Hounds of Morkai

NoNAME  M WS BS S T W A Ld Sv Base
22
Hound of Morkai (base: 32mm)
4‑9
22
Hound of Morkai
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
22
Hound of Morkai Pack Leader (base: 32mm)
1
22
Hound of Morkai Pack Leader
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: special issue bolt pistol; combat knife; grapnel launcher; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Special issue bolt pistol
Special issue bolt pistol
12"
Pistol 1
4
-2
1
-
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
ABILITIES
ABILITIES
Angels of Death
Hunters Beyond Death: Models in this unit ignore the Look Out, Sir rule if the target is a PSYKER. In addition, each time a model in this unit makes an attack against an enemy PSYKER unit, add 1 to that attack’s hit roll and add 1 to the Damage characteristic of that attack.
Runic Totems: This unit can only be selected as the target of an enemy psychic power if it is the closest enemy unit to the model manifesting that psychic power. In addition, each time this unit would lose a wound in the Psychic phase, roll one D6; on a 4+, that wound is not lost.
Morkai’s Howl (Aura): While an enemy PSYKER unit is within 18" of this unit, subtract 1 from Psychic tests taken for it. While that PSYKER unit is within 6" of this unit, subtract an additional 1 from Psychic tests taken for it.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CORE, PHOBOS, PRIMARIS, REIVER, HOUNDS OF MORKAI


4

Lukas the Trickster

NoNAME  M WS BS S T W A Ld Sv Base
80
Lukas the Trickster (base: 32mm)
1
80
Lukas the Trickster
6" 2+ 3+ 4 4 4 5 8 3+ 32mm
Lukas the Trickster is equipped with: plasma pistol; Claw of the Jackalwolf; frag grenades; krak grenades. Your army can only include one LUKAS THE TRICKSTER model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Claw of the Jackalwolf
Claw of the Jackalwolf
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Blood Claws Hero (Aura): While a friendly BLOOD CLAWS, SKYCLAWS or SWIFTCLAWS unit is within 6" of this model, each time a BLOOD CLAWS, SKYCLAWS or SWIFTCLAWS model in that unit makes a melee attack, you can re-roll the hit roll.
Rebellious Presence: While another friendly SPACE WOLVES unit is within 3" of this model, subtract 1 from the Leadership characteristic of models in that unit.
The Last Laugh: In the Fight phase, if this model is destroyed by a melee attack made by an enemy model, roll off with your opponent; if you win the roll off, that enemy model’s unit suffers D6 mortal wounds.
Pelt of the Doppegangrel: Each time an attack is made against this unit, an unmodified hit roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Master of Mischief: This model cannot be a WARLORD and cannot have a Warlord Trait.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CHARACTER, BLOOD CLAWS, LUKAS THE TRICKSTER


8

Murderfang

NoNAME  M WS BS S T W A Ld Sv Base
150
Murderfang (base: 60mm)
1
150
Murderfang
8" 2+ 5+ 6 7 8 5 8 3+ 60mm
Murderfang is equipped with: heavy flamer; storm bolter; the Murderclaws. Your army can only include one MURDERFANG model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
The Murderclaws
The Murderclaws
Melee
Melee
x2
-3
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
ABILITIES
ABILITIES
Angels of Death
Murder-maker: You can re-roll charge rolls made for this model. This model makes 3 additional attacks instead of 1 as a result of its Shock Assault ability.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Force of Untamed Destruction: This model cannot be a WARLORD and cannot have a Warlord Trait.
Bestial Rage: This unit cannot perform any actions.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: VEHICLE, CHARACTER, DREADNOUGHT, WULFEN, MURDERFANG


5

Ravenwing Ancient

NoNAME  M WS BS S T W A Ld Sv Base
100
Ravenwing Ancient (base: 75 x 25mm)
1
100
Ravenwing Ancient
14" 3+ 3+ 4 5 5 3 8 3+ 75 x 25mm
A Ravenwing Ancient is equipped with: bolt pistol; plasma talon; frag grenades; krak grenades. Your army can only include one RAVENWING ANCIENT model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma talon can be replaced with 1 Astartes grenade launcher
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Jink
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Command Squad: For each RAVENWING BLACK KNIGHTS unit included in a Detachment, one RAVENWING ANCIENT unit can be included in that Detachment without taking up a Battlefield Role slot.
Astartes Banner (Aura): While a friendly DARK ANGELS CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play – it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: BIKER, CHARACTER, ANCIENT, INNER CIRCLE, RAVENWING, COMPANY ANCIENT, RAVENWING ANCIENT


5

Ravenwing Apothecary

NoNAME  M WS BS S T W A Ld Sv Base
100
Ravenwing Apothecary (base: 75 x 25mm)
1
100
Ravenwing Apothecary
14" 3+ 3+ 4 5 5 3 8 3+ 75 x 25mm
A Ravenwing Apothecary is equipped with: Astartes grenade launcher; bolt pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Astartes grenade launcher can be replaced with 1 plasma talon.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Jink
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly DARK ANGELS INFANTRY or DARK ANGELS BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Command Squad: For each RAVENWING BLACK KNIGHTS unit included in a Detachment, one RAVENWING APOTHECARY unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: BIKER, CHARACTER, INNER CIRCLE, RAVENWING, APOTHECARY, RAVENWING APOTHECARY


6

Ravenwing Black Knights

NoNAME  M WS BS S T W A Ld Sv Base
40
Ravenwing Black Knight (base: 75 x 42mm)
2‑9
40
Ravenwing Black Knight
14" 3+ 3+ 4 5 3 2 8 3+ 75 x 42mm
40
Ravenwing Huntmaster (base: 75 x 42mm)
1
40
Ravenwing Huntmaster
14" 3+ 3+ 4 5 3 3 8 3+ 75 x 42mm
If this unit contains 4 or more models, it has Power Rating 12. If this unit contains 7 or more models, it has Power Rating 18. Every model is equipped with: bolt pistol; plasma talon; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Corvus hammer
+5
Corvus hammer
Melee
Melee
+1
-1
2
-
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Ravenwing Black Knight can be equipped with 1 corvus hammer.
 • The Ravenwing Huntmaster can be equipped with one of the following: 1 corvus hammer; 1 power sword; 1 power maul.
 • For every 3 models in the unit, 1 Ravenwing Black Knight can be equipped with 1 Astartes grenade launcher instead of 1 plasma talon.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Inner Circle, Jink
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: BIKER, CORE, MELTA BOMBS, INNER CIRCLE, RAVENWING, RAVENWING BLACK KNIGHTS


4

Ravenwing Champion

NoNAME  M WS BS S T W A Ld Sv Base
70
Ravenwing Champion (base: 75 x 25mm)
1
70
Ravenwing Champion
14" 2+ 3+ 4 5 5 4 8 3+ 75 x 25mm
A Ravenwing Champion is equipped with: Astartes grenade launcher; bolt pistol; master-crafted power sword; frag grenades; krak grenades. Your army can only include one RAVENWING CHAMPION model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Astartes grenade launcher can be replaced with 1 plasma talon.
ABILITIES
ABILITIES
Angels of Death, Inner Circle, Jink
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Command Squad: For each RAVENWING BLACK KNIGHTS unit included in a Detachment, one RAVENWING CHAMPION unit can be included in that Detachment without taking up a Battlefield Role slot.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: BIKER, CHARACTER, INNER CIRCLE, RAVENWING, COMPANY CHAMPION, RAVENWING CHAMPION


7

Sanguinary Ancient

NoNAME  M WS BS S T W A Ld Sv Base
110
Sanguinary Ancient (base: 32mm)
1
110
Sanguinary Ancient
12" 3+ 3+ 4 4 4 3 9 2+ 32mm
A Sanguinary Ancient is equipped with: angelus boltgun; encarmine sword; frag grenades; krak grenades. Your army can only include one SANGUINARY ANCIENT model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Angelus boltgun
Angelus boltgun
18"
Assault 2
4
-1
1
-
+5
Inferno pistol
+5
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Encarmine axe
Encarmine axe
Melee
Melee
+2
-2
2
-
Encarmine sword
Encarmine sword
Melee
Melee
+1
-3
2
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s angelus boltgun can be replaced with one of the following: 1 inferno pistol; 1 plasma pistol.
 • This model’s encarmine sword can be replaced with one of the following: 1 encarmine axe; 1 power fist.
ABILITIES
ABILITIES
Angels of Death, Death From Above
Chapter Banner: In your Command phase, select one friendly BLOOD ANGELS CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Angelic Visage: Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Heirs of Azkaellon: Each time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
Astartes Banner (Aura): While a friendly BLOOD ANGELS CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play – it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, ANCIENT, JUMP PACK, FLY, SANGUINARY GUARD, SANGUINARY ANCIENT


7

Sanguinary Guard

NoNAME  M WS BS S T W A Ld Sv Base
32
Sanguinary Guard (base: 32mm)
4‑10
32
Sanguinary Guard
12" 3+ 3+ 4 4 2 3 8 2+ 32mm
If this unit contains 5 or more models, it has Power Rating 17. Every model is equipped with: angelus boltgun; encarmine sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Angelus boltgun
Angelus boltgun
18"
Assault 2
4
-1
1
-
+5
Inferno pistol
+5
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Encarmine axe
Encarmine axe
Melee
Melee
+2
-2
2
-
Encarmine sword
Encarmine sword
Melee
Melee
+1
-3
2
-
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their angelus boltgun replaced with one of the following: 1 inferno pistol; 1 plasma pistol.
 • Any number of models can each have their encarmine sword replaced with one of the following: 1 encarmine axe; 1 power fist.
ABILITIES
ABILITIES
Angels of Death, Death From Above
Angelic Visage: Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Heirs of Azkaellon: Each time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CORE, JUMP PACK, FLY, SANGUINARY GUARD


3

Tyrannic War Veterans

NoNAME  M WS BS S T W A Ld Sv Base
17
Tyrannic War Veteran (base: 25mm)
3‑9
17
Tyrannic War Veteran
6" 3+ 3+ 4 4 2 2 8 3+ 25mm
17
Veteran Sergeant (base: 25mm)
1
17
Veteran Sergeant
6" 3+ 3+ 4 4 2 3 9 3+ 25mm
This unit contains 1 Veteran Sergeant and 3 Tyrannic War Veterans. It can additionally contain up to 6 Tyrannic War Veterans (Power Rating +5). Every model is equipped with: bolt pistol; special issue boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Special issue boltgun
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Combat Squads: At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Bane of Tyranids: When resolving an attack made by a model in this unit against a TYRANIDS unit, you can re-roll the hit roll and you can re-roll the wound roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: INFANTRY, CORE, STERNGUARD VETERAN SQUAD, TYRANNIC WAR VETERANS


3

Victrix Honour Guard

NoNAME  M WS BS S T W A Ld Sv Base
35
Victrix Honour Guard (base: 40mm)
2
35
Victrix Honour Guard
6" 2+ 3+ 4 4 3 4 9 2+ 40mm
This unit contains 2 Victrix Honour Guard. Every model is equipped with: power sword; frag grenades; krak grenades. Every model has an ultima storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Honour Guard of Macragge: While a friendly ULTRAMARINES CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Heroes of Ultramar: This unit can perform a Heroic Intervention as if it were a CHARACTER.
Ultima Storm Shield: A model that has an ultima storm shield has a 3+ invulnerable save.
Calgar’s Honour Guard: If your army is Battle-forged, this unit does not take up a slot in a Detachment that includes a MARNEUS CALGAR model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: INFANTRY, CORE, PRIMARIS, VICTRIX HONOUR GUARD


6

Wolf Guard

NoNAME  M WS BS S T W A Ld Sv Base
19
Wolf Guard (base: 32mm)
4‑9
19
Wolf Guard
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
19
Wolf Guard Pack Leader (base: 32mm)
1
19
Wolf Guard Pack Leader
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+2
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+2
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their boltgun replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 storm shield (maximum one per model).
 • Any number of models can each have their bolt pistol replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 storm shield (maximum one per model).
 • All of the models in the unit can be equipped with 1 jump pack each (Power Rating +1 if the unit contains 5 models, POWER RATING +2 if the unit contains 6 or more models).
ABILITIES
ABILITIES
Angels of Death
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CORE, WOLF GUARD


9

Wolf Guard Terminators

NoNAME  M WS BS S T W A Ld Sv Base
33
Wolf Guard Terminator (base: 40mm)
4‑9
33
Wolf Guard Terminator
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
33
Wolf Guard Terminator Pack Leader (base: 40mm)
1
33
Wolf Guard Terminator Pack Leader
5" 3+ 3+ 4 4 3 3 8 2+ 40mm
If this unit contains 6 or more models, it has Power Rating 18. The Wolf Guard Terminator Pack Leader is equipped with: storm bolter; power sword. Every other model is equipped with: storm bolter; power fist.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Assault cannon
+10
Assault cannon
24"
Heavy 6
6
-1
1
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+5
Power fist
+5
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+10
Thunder hammer
+10
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their power fist or power sword replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 thunder hammer; 1 storm shield.
 • Any number of models can each have their storm bolter replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 thunder hammer; 1 weapon from the Combi-weapons list.
 • For every 5 models this unit contains, 1 Wolf Guard Terminator can have its storm bolter replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 storm bolter and 1 cyclone missile launcher.
ABILITIES
ABILITIES
Angels of Death, Teleport Strike
Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, CORE, TERMINATOR, WOLF GUARD


8

Wulfen

NoNAME  M WS BS S T W A Ld Sv Base
22
Wulfen (base: 40mm)
4‑9
22
Wulfen
8" 3+ 5+ 5 5 2 3 7 4+ 40mm
22
Wulfen Pack Leader (base: 40mm)
1
22
Wulfen Pack Leader
8" 3+ 5+ 5 5 2 4 7 4+ 40mm
If this unit contains 6 or more models, it has Power Rating 16. The Wulfen Pack Leader is equipped with: Wulfen frost claws. Every other model is equipped with: Wulfen claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Stormfrag auto-launcher
+3
Stormfrag auto-launcher
12"
Assault D3
4
0
1
Blast
Blast
+5
Wulfen frost claws
+5
Wulfen frost claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+8
Great frost axe
+8
Great frost axe
Melee
Melee
+3
-3
2
-
+16
Thunder hammer
+16
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Wulfen claws
Wulfen claws
Melee
Melee
User
-1
1
-
OTHER WARGEAR
ABILITIES 
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each be equipped with 1 stormfrag auto-launcher.
 • Any number of Wulfen can each have their Wulfen claws replaced with one of the following: 1 great frost axe; 1 Wulfen frost claws; 1 thunder hammer and 1 storm shield.
ABILITIES
ABILITIES
Angels of Death
Death Frenzy: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play.
Bestial Rage: This unit cannot perform any actions.
Wulfen Howl (Aura): While a friendly SPACE WOLVES INFANTRY, SPACE WOLVES BIKER or SPACE WOLVES CAVALRY unit is within 6" of this unit, you can re-roll charge rolls made for that unit. While a friendly SPACE WOLVES BLOOD CLAWS unit is within 12" of this unit, you can re-roll charge rolls made for that unit.
Savage Killers: Each time you make an attack for a model in this unit, if your army benefits from Combat Doctrines, the Assault Doctrine is treated as being active for your army for that attack. In addition, this unit is always treated as having made a charge move for the purposes of the Shock Assault ability.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: INFANTRY, WULFEN


7

Wulfen Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
120
Wulfen Dreadnought (base: 60mm)
1
120
Wulfen Dreadnought
8" 3+ 5+ 6 7 8 4 7 3+ 60mm
A Wulfen Dreadnought is a single model equipped with: Fenrisian great axe; great wolf claw; storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Cleave
 - Cleave
Melee
Melee
+4
-3
D3+3
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
 - Scythe
 - Scythe
Melee
Melee
User
-3
1
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Great wolf claw
Great wolf claw
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
OTHER WARGEAR
ABILITIES 
+5
Blizzard shield
The bearer has a 4+ invulnerable save.
+5
Blizzard shield
The bearer has a 4+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Fenrisian great axe or great wolf claw and storm bolter can be replaced with 1 blizzard shield and 1 storm bolter.
 • Any of this model’s storm bolters can each be replaced with a heavy flamer.
ABILITIES
ABILITIES
Angels of Death
Murderlust: You can re-roll charge rolls made for this unit.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Bestial Rage: This unit cannot perform any actions.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: VEHICLE, DREADNOUGHT, WULFEN


1

Cenobyte Servitors

NoNAME  M WS BS S T W A Ld Sv Base
6
Cenobyte Servitor (base: 25mm)
3
6
Cenobyte Servitor
5" 5+ 5+ 3 3 1 1 6 4+ 25mm
Every model is equipped with: close combat weapon. Your army can only include one CENOBYTE SERVITORS unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Close combat weapon
Close combat weapon
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Mindwiped: While this unit is within 6" of a friendly CHAPLAIN GRIMALDUS, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+, and a Leadership characteristic of 9. In addition, if your army is Battle-forged, this unit does not take up a slot in a Detachment that also includes CHAPLAIN GRIMALDUS.
Relic of Helsreach (Aura): While a friendly BLACK TEMPLARS unit is within 6" of this unit, each time a model in that unit would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS
KEYWORDS: INFANTRY, SERVITORS, CENOBYTE SERVITORS


4

Ancient Kae

NoNAME  M WS BS S T W A Ld Sv Base
95
Ancient Kae (base: 40mm)
1
95
Ancient Kae
6" 3+ 3+ 4 4 5 4 8 3+ 40mm
Ancient Kae is equipped with: bolt pistol; power fist; frag grenades; krak grenades. Your army can only include one KAE model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Astartes Banner (Aura): While a friendly CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made be a enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
Seal of Oath: At the start of the first battle round, before the first turn begins, select one enemy unit. While a friendly TOME KEEPERS unit is within 6" of this model, each time an attack is made by that unit that targets the selected enemy unit you can re-roll the hit roll and the wound roll.
Bearer of the Tome Empiricus: If this model gains a Warlord Trait, it must be the Nobility Made Manifest Warlord Trait (see Codex Supplement: Ultramarines). No other models in your army can be given the Seal of Oath Relic (see Codex Supplement: Ultramarines).
WARLORD TRAIT!
WARLORD TRAIT!
Nobility Made Manifest: Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, TOME KEEPERS
KEYWORDS: INFANTRY, CHARACTER, PRIMARIS, ANCIENT, KAE


11

Deredeo Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
190
Deredeo Dreadnought (base: 80mm)
1
190
Deredeo Dreadnought
8" 3+ 3+ 6 7 7-12 4 8 3+ 80mm
6" 4+ 4+ 6 7 4-6 4 8 3+
4" 5+ 5+ 6 7 1-3 4 8 3+
A Deredeo Dreadnought is equipped with: anvillus autocannon battery; twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Aiolos missile launcher
+20
Aiolos missile launcher
48"
Heavy 3D3
6
-1
1
Blast
Blast
Anvillus autocannon battery
Anvillus autocannon battery
36"
Heavy 8
7
-2
2
-
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
Heavy 2
9
-3
D3+3
-
+20
Boreas air defence missiles
+20
Boreas air defence missiles
48"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
8
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Volkite falconet battery
+10
Volkite falconet battery
36"
Heavy 6
8
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any normal damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's anvillus autocannon battery can be replaced with one of the following: 1 arachnus heavy lascannon battery; 1 hellfire plasma carronade; 1 volkite falconet battery.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 aiolos missile launcher; 1 boreas air defence missiles.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, DREADNOUGHT, SMOKESCREEN, RELIC, DEREDEO DREADNOUGHT


13

Leviathan Dreadnought

NoNAME  M WS BS S T W! A Ld Sv Base
220
Leviathan Dreadnought (base: 80mm)
1
220
Leviathan Dreadnought
8" 3+ 3+ 7 7 8-14 4 8 2+ 80mm
6" 4+ 4+ 7 7 4-7 4 8 2+
4" 5+ 5+ 7 7 1-3 4 8 2+
A Leviathan Dreadnought is equipped with: 2 heavy flamers; 2 grav-flux bombards.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Cyclonic melta lance
+20
Cyclonic melta lance
18"
Heavy D6
9
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Grav-flux bombard
Grav-flux bombard
24"
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Storm cannon
+10
Storm cannon
36"
Heavy 8
7
-1
2
-
Twin volkite caliver
Twin volkite caliver
30"
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model’s grav-flux bombards can be replaced with one of the following: 1 cyclonic melta lance; 1 storm cannon; 1 meltagun and 1 Leviathan siege claw; 1 meltagun and 1 Leviathan siege drill.
 • This model’s 2 heavy flamers can be replaced with 2 twin volkite calivers.
 • This model can be equipped with 3 hunter-killer missiles.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, DREADNOUGHT, SMOKESCREEN, RELIC, LEVIATHAN DREADNOUGHT


8

Relic Contemptor Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
140
Relic Contemptor Dreadnought (base: 60mm)
1
140
Relic Contemptor Dreadnought
8" 3+ 3+ 7 7 9 4 8 3+ 60mm
A Relic Contemptor Dreadnought is equipped with: 2 heavy plasma cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Contemptor plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Contemptor plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48-72"
Heavy D3
8
-3
4
Blast
Blast
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+5
Graviton blaster
+5
Graviton blaster
18"
Assault 2
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Kheres-pattern assault cannon
+10
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+15
Twin autocannon
+15
Twin autocannon
48"
Heavy 4
7
-1
2
-
+15
Twin heavy bolter
+15
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+25
Twin lascannon
+25
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+5
Twin volkite culverin
+5
Twin volkite culverin
45"
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Dreadnought chainfist
+5
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each of this model’s heavy plasma cannons can be replaced with one of the following: 1 conversion beam cannon; 1 kheres-pattern assault cannon; 1 multi-melta; 1 twin autocannon; 1 twin heavy bolter; 1 twin lascannon; 1 twin volkite culverin; 1 Dreadnought chainfist and 1 storm bolter; 1 Dreadnought combat weapon and 1 storm bolter.
 • Each of this model’s storm bolters can be replaced with one of the following: 1 graviton blaster; 1 heavy flamer; 1 Contemptor plasma blaster.
 • This model can be equipped with 1 cyclone missile launcher.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Atomantic Shielding: This model has a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, CORE, DREADNOUGHT, RELIC, CONTEMPTOR DREADNOUGHT


4

Apothecary on Bike

NoNAME  M WS BS S T W A Ld Sv Base
80
Apothecary on Bike (base: 75 x 25mm)
1
80
Apothecary on Bike
14" 3+ 3+ 4 5 5 3 8 3+ 75 x 25mm
An Apothecary on Bike is a single model equipped with: bolt pistol; twin boltgun; chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Narthecium (Aura): While a friendly INFANTRY or BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, APOTHECARY


5

Company Ancient on Bike

NoNAME  M WS BS S T W A Ld Sv Base
88
Company Ancient on Bike (base: 75 x 25mm)
1
88
Company Ancient on Bike
14" 3+ 3+ 4 5 5 3 8 3+ 75 x 25mm
A Company Ancient on Bike is a single model armed with a bolt pistol, frag grenades and krak grenades. His Space Marine bike is equipped with a twin boltgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
ABILITIES
ABILITIES
Angels of Death
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
Astartes Banner: Add 1 to the Leadership characteristic of <CHAPTER> units whilst they are within 6" of any friendly ANCIENTS. When a INFANTRY or BIKER model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, roll one D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, ANCIENT, COMPANY ANCIENT


5

Company Champion on Bike

NoNAME  M WS BS S T W A Ld Sv Base
80
Company Champion on Bike (base: 75 x 25mm)
1
80
Company Champion on Bike
14" 2+ 3+ 4 5 5 4 8 3+ 75 x 25mm
A Company Champion on Bike is a single model equipped with: bolt pistol; twin boltgun; master-crafted power sword; frag grenades; krak grenades. It has a combat shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
+5
Master-crafted power sword
+5
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+2
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+2
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
ABILITIES
ABILITIES
Angels of Death
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy CHARACTER unit, it can move up to 6". All other rules for Heroic Interventions still apply.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, it can fight first that phase.
Superlative Duellist: When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CHARACTER, COMPANY CHAMPION


5

Company Veterans on Bikes

NoNAME  M WS BS S T W A Ld Sv Base
34
Space Marine Veteran Biker (base: 75 x 25mm)
1‑4
34
Space Marine Veteran Biker
14" 3+ 3+ 4 5 2 2 8 3+ 75 x 25mm
34
Veteran Biker Sergeant (base: 75 x 25mm)
1
34
Veteran Biker Sergeant
14" 3+ 3+ 4 5 2 3 9 3+ 75 x 25mm
This unit contains 1 Veteran Biker Sergeant and 1 Space Marine Veteran Biker. It can additionally contain up to 3 Space Marine Veteran Bikers (Power Rating +7). Every model is equipped with: bolt pistol; twin boltgun; chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+4
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Veteran Biker Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 chainsword.
 • Any Space Marine Veteran Biker can be equipped with one of the following instead of 1 bolt pistol: 1 storm shield; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
 • Any Space Marine Veteran Biker can be equipped with one of the following instead of 1 chainsword: 1 boltgun; 1 storm shield; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list; 1 weapon from the Special Weapons list.
ABILITIES
ABILITIES
Angels of Death
Command Squad Bodyguard: When a friendly CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
Turbo-boost: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, COMPANY VETERANS


8

Damned Legionnaires

NoNAME  M WS BS S T W A Ld Sv Base
25
Legionnaire (base: 32mm)
4‑9
25
Legionnaire
5" 3+ 3+ 4 4 1 2 10 3+ 32mm
25
Legionnaire Sergeant (base: 32mm)
1
25
Legionnaire Sergeant
5" 3+ 3+ 4 4 1 3 10 3+ 32mm
This unit contains 1 Legionnaire Sergeant and 4 Legionnaires. It can additionally contain up to 5 Legionnaires (Power Rating +6). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Meltagun
+10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+20
Multi-melta
+20
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Legionnaire Sergeant can be equipped with one of the following instead of 1 boltgun: 1 chainsword; 1 power axe; 1 power fist; 1 power maul; 1 power sword.
 • The Legionnaire Sergeant can be equipped with one of the following instead of 1 bolt pistol: 1 plasma pistol; 1 storm bolter.
 • 1 Legionnaire can be equipped with one of the following instead of 1 boltgun: 1 heavy flamer; 1 multi-melta.
 • 1 Legionnaire can be equipped with one of the following instead of 1 boltgun: 1 flamer; 1 meltagun; 1 plasma gun.
ABILITIES
ABILITIES
And They Shall Know No Fear, Bolter Discipline, Shock Assault
Unyielding Spectres: Models in this unit have a 3+ invulnerable save.
Aid Unlooked For: During deployment, you can set up this unit in the aether instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Flaming Projectiles: When resolving an attack made with a ranged weapon by a model in this unit, the target does not receive the benefit of cover.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, LEGION OF THE DAMNED
KEYWORDS: INFANTRY, DAMNED LEGIONNAIRES


5

Dreadnought (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
60
Dreadnought (base: 60mm)
1
60
Dreadnought
6" 3+ 3+ 6 7 8 4 8 3+ 60mm
A Dreadnought is a single model equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+22
Assault cannon
+22
Assault cannon
24"
Heavy 6
6
-1
1
-
+14
Heavy flamer
+14
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin autocannon
+20
Twin autocannon
48"
Heavy 4
7
-1
2
-
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Dreadnought combat weapon
+20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 weapon from the Dreadnought Heavy Weapons list instead of 1 assault cannon.
 • This model can be equipped with 1 missile launcher instead of 1 Dreadnought combat weapon and 1 storm bolter.
 • This model can be equipped with 1 heavy flamer instead of 1 storm bolter.
 • This model can be equipped with one of the following instead of 1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 twin autocannon instead of 1 Dreadnought combat weapon and 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, DREADNOUGHT


3

Honour Guard (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
21
Honour Guard (base: 32mm)
2
21
Honour Guard
6" 3+ 3+ 4 4 2 2 9 2+ 32mm
This unit contains 2 Honour Guard. Every model is equipped with: bolt pistol; boltgun; power axe; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power lance
Power lance
Melee
Melee
+2
-1
1
-
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Relic blade
Relic blade
Melee
Melee
+3
-3
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with one of the following instead of 1 power axe: 1 power maul; 1 power sword; 1 relic blade.
ABILITIES
ABILITIES
Angels of Death
Honour Guard: While a friendly ULTRAMARINES CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, HONOUR GUARD


3

Imperial Space Marine

NoNAME  M WS BS S T W A Ld Sv Base
60
Imperial Space Marine (base: 32mm)
1
60
Imperial Space Marine
6" 3+ 3+ 4 4 4 3 8 3+ 32mm
An Imperial Space Marine is a single model equipped with: disintegration combi-gun; disintegration pistol; frag grenades; krak grenades. Only one IMPERIAL SPACE MARINE model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
Disintegration pistol
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CHARACTER, IMPERIAL SPACE MARINE


6

Venerable Dreadnought (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
80
Venerable Dreadnought (base: 60mm)
1
80
Venerable Dreadnought
6" 2+ 2+ 6 7 8 4 8 3+ 60mm
A Venerable Dreadnought is a single model equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+22
Assault cannon
+22
Assault cannon
24"
Heavy 6
6
-1
1
-
+14
Heavy flamer
+14
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin autocannon
+20
Twin autocannon
48"
Heavy 4
7
-1
2
-
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Dreadnought combat weapon
+20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 weapon from the Dreadnought Heavy Weapons list instead of 1 assault cannon.
 • This model can be equipped with 1 missile launcher instead of 1 Dreadnought combat weapon and 1 storm bolter.
 • This model can be equipped with 1 heavy flamer instead of 1 storm bolter.
 • This model can be equipped with one of the following instead of 1 assault cannon: 1 twin autocannon; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 twin autocannon instead of 1 Dreadnought combat weapon and 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Unyielding Ancient: Each time this model would lose a wound, roll one D6: on a 6, that wound is not lost.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, DREADNOUGHT, VENERABLE DREADNOUGHT


Fast Attack


5

Assault Squad

NoNAME  M WS BS S T W A Ld Sv Base
18
Assault Marine (base: 32mm)
4‑9
18
Assault Marine
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Assault Marine Sergeant (base: 32mm)
1
18
Assault Marine Sergeant
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+10
Meltagun
+10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+10
Eviscerator
+10
Eviscerator
Melee
Melee
+3
-4
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Combat Shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+2
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+2
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Assault Marine Sergeant's bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Assault Marine Sergeant’s Astartes chainsword can be replaced with 1 weapon from the Melee Weapons list.
 • The Assault Marine Sergeant can be equipped with 1 combat shield.
 • Up to 2 Assault Marines can each have their bolt pistol and Astartes chainsword replaced with one of the following:
  - 1 plasma pistol and 1 Astartes chainsword.
  - 1 flamer.
 • For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator.
 • All of the models in the unit can be equipped with 1 jump pack each (Power Rating +1 if the unit contains 5 models, Power Rating +2 if the unit contains 6 or more models).
 • If this unit is from the Blood Angels Chapter (or one of its successor Chapters), up to 2 Assault Marines can each have their flamer replaced with one of the following: 1 meltagun; 1 plasma gun.
 • Up to 2 Assault Marines can each have their flamer replaced with one of the following: 1 meltagun; 1 plasma gun.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, MELTA BOMBS, ASSAULT SQUAD


2

Attack Bike Squad

NoNAME  M WS BS S T W A Ld Sv Base
50
Attack Bike (base: Use model)
1‑3
50
Attack Bike
14" 3+ 3+ 4 5 4 2 7 3+ Use model
If this unit contains 2 models, it has Power Rating 4. If this unit contains 3 models, it has Power Rating 6. Every model is equipped with: bolt pistol; heavy bolter; twin boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their heavy bolter replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Swiftclaw: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the SWIFTCLAW keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CORE, ATTACK BIKE SQUAD, RAVENWING, SWIFTCLAW


5

Bike Squad

NoNAME  M WS BS S T W A Ld Sv Base
30
Space Marine Biker (base: 75 x 25mm)
2‑15
30
Space Marine Biker
14" 3+ 3+ 4 5 3 1 7 3+ 75 x 25mm
30
Space Marine Biker (base: 75 x 25mm)
2‑7
30
Space Marine Biker
14" 3+ 3+ 4 5 3 1 7 3+ 75 x 25mm
30
Biker Sergeant (base: 75 x 25mm)
1
30
Biker Sergeant
14" 3+ 3+ 4 5 3 2 8 3+ 75 x 25mm
30
Attack Bike (base: Use model)
0‑1
30
Attack Bike
14" 3+ 3+ 4 5 4 2 7 3+ Use model
If this unit contains between 3 and 5 Space Marine Biker models, it has Power Rating 9. If this unit contains 6 or more Space Marine Biker models, it has Power Rating 12. If this unit contains an Attack Bike model, it has Power Rating +2.
 • The Biker Sergeant and every Space Marine Biker is equipped with: bolt pistol; twin boltgun; frag grenades; krak grenades.
 • An Attack Bike is equipped with: bolt pistol; heavy bolter; twin boltgun; frag grenades; krak grenades.
If this unit contains between 3 and 5 Space Marine Biker models, it has Power Rating 9. If this unit contains 6-8 Space Marine Biker models, it has Power Rating 14. If this unit contains 9-11 Space Marine Biker models, it has Power Rating 18. If this unit contains 12 or more Space Marine Biker models, it has Power Rating 23. If this unit contains an Attack Bike, it has Power Rating +2.
 • The Biker Sergeant and every Space Marine Biker is equipped with: bolt pistol; twin boltgun; frag grenades; krak grenades.
 • An Attack Bike is equipped with: bolt pistol; heavy bolter; twin boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+20
Heavy bolter
+20
Heavy bolter
36"
Heavy 3
5
-1
2
-
+30
Multi-melta
+30
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Biker Sergeant’s bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
 • Any number of Space Marine Bikers can each have their bolt pistol replaced with 1 Astartes chainsword.
 • Up to 2 Space Marine Bikers can each have their bolt pistol replaced with one of the following: 1 plasma pistol; 1 weapon from the Special Weapons list. A model can only take a plasma pistol if it is from the Space Wolves Chapter (or one of its successor Chapters).
 • Up to 2 Space Marine Bikers can each have their bolt pistol replaced with one of the following: 1 plasma pistol; 1 weapon from the Special Weapons list.
 • Up to 2 Space Marine Bikers can each have their bolt pistol replaced with 1 weapon from the Special Weapons list.
 • The Attack Bike’s heavy bolter can be replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Swiftclaw: If this unit is from the Space Wolves Chapter (or one of its successor Chapters), it has the SWIFTCLAW keyword and contains 1 Biker Sergeant and between 2-14 Space Marine Bikers.

If this unit contains between 3 and 5 Space Marine Biker models, it has Power Rating 9. If this unit contains 6-8 Space Marine Biker models, it has Power Rating 14. If this unit contains 9-11 Space Marine Biker models, it has Power Rating 18. If this unit contains 12 or more Space Marine Biker models, it has Power Rating 23. If this unit contains an Attack Bike, it has Power Rating +2.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CORE, BIKE SQUAD, SWIFTCLAW, RAVENWING


7

Inceptor Squad

NoNAME  M WS BS S T W A Ld Sv Base
40
Inceptor (base: 40mm)
2‑5
40
Inceptor
10" 3+ 3+ 4 5 3 2 7 3+ 40mm
40
Inceptor Sergeant (base: 40mm)
1
40
Inceptor Sergeant
10" 3+ 3+ 4 5 3 3 8 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 14. Every model is equipped with: 2 assault bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault bolter
Assault bolter
18"
Assault 3
5
-1
1
-
+10
Plasma exterminator
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma exterminator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their 2 assault bolters replaced with 2 plasma exterminators each.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Death From Above
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, FLY, JUMP PACK, MK X GRAVIS, INCEPTOR SQUAD


4

Invader ATV Squad

NoNAME  M WS BS S T W A Ld Sv Base
80
Invader ATV (base: Use model)
1‑3
80
Invader ATV
14" 3+ 3+ 4 5 8 4 7 3+ Use model
If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. Every model is equipped with: bolt pistol; onslaught gatling cannon; twin auto bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Multi-melta
+5
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Onslaught gatling cannon
Onslaught gatling cannon
24"
Heavy 8
5
-1
1
-
Twin auto bolt rifle
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their onslaught gatling cannon replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, PRIMARIS, INVADER ATV SQUAD, RAVENWING


4

Land Speeder Tornadoes

NoNAME  M WS BS S T W A Ld Sv Base
75
Land Speeder Tornado (base: 60mm flying base)
1‑3
75
Land Speeder Tornado
16" 3+ 3+ 4 6 6 2 7 3+ 60mm flying base
If this unit contains 2 models, it has Power Rating 8. lfthis unit contains 3 models, it has Power Rating 12. Every model is equipped with: assault cannon; heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Assault cannon
+5
Assault cannon
24"
Heavy 6
6
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their heavy bolter replaced with 1 multi-melta.
 • Any number of models can each have their assault cannon replaced with 1 heavy flamer.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, LAND SPEEDER, LAND SPEEDER TORNADOES, RAVENWING


6

Land Speeder Typhoons

NoNAME  M WS BS S T W A Ld Sv Base
110
Land Speeder Typhoon (base: 65mm)
1‑3
110
Land Speeder Typhoon
16" 3+ 3+ 4 6 6 2 7 3+ 65mm
If this unit contains 2 models, it has Power Rating 12. If this unit contains 3 models, it has Power Rating 18. Every model is equipped with: heavy bolter; Typhoon missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their heavy bolter replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, LAND SPEEDER, LAND SPEEDER TYPHOONS, RAVENWING


3

Land Speeders

NoNAME  M WS BS S T W A Ld Sv Base
60
Land Speeder (base: 65mm)
1‑3
60
Land Speeder
18" 3+ 3+ 4 6 6 2 7 3+ 65mm
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Every model is equipped with: heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their heavy bolter replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Datalink Telemetry: At the start of your Shooting phase, select one enemy unit that is within 18" of and visible to this unit. Until the end of the phase, each time a friendly WHIRLWIND model makes an attack with a weapon that has the Blast ability against the selected unit, add 1 to that attack’s hit roll.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, LAND SPEEDERS, RAVENWING


6

Outrider Squad

NoNAME  M WS BS S T W A Ld Sv Base
50
Outrider (base: 90 x 52mm)
2
50
Outrider
14" 3+ 3+ 4 5 4 2 7 3+ 90 x 52mm
50
Outrider Sergeant (base: 90 x 52mm)
1
50
Outrider Sergeant
14" 3+ 3+ 4 5 4 3 8 3+ 90 x 52mm
Every model is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
Twin bolt rifle
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Devastating Charge: Each time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit.
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CORE, PRIMARIS, OUTRIDER SQUAD, RAVENWING


5

Scout Bike Squad

NoNAME  M WS BS S T W A Ld Sv Base
30
Scout Biker (base: 75 x 25mm)
2‑8
30
Scout Biker
16" 3+ 3+ 4 5 2 1 7 4+ 75 x 25mm
30
Scout Biker Sergeant (base: 75 x 25mm)
1
30
Scout Biker Sergeant
16" 3+ 3+ 4 5 2 2 8 4+ 75 x 25mm
If this unit contains between 4 and 6 models, it has Power Rating 9. If it contains 7 or more models, it has Power Rating 13. Every model is equipped with: Astartes shotgun; bolt pistol; twin boltgun; combat knife; frag grenades, krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Astartes shotgun
Astartes shotgun
18"
Assault 2
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Scout Biker Sergeant's bolt pistol can be replaced with one of the following: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
 • Any number of models can each have their twin boltgun replaced with 1 Astartes grenade launcher.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Outflank
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: BIKER, CORE, SCOUT, SMOKESCREEN, SCOUT BIKE SQUAD


8

Storm Speeder Hailstrike

NoNAME  M WS BS S T W! A Ld Sv Base
135
Storm Speeder Hailstrike (base: 90mm)
1
135
Storm Speeder Hailstrike
16" 3+ 3+ 5 6 6-10 3 7 3+ 90mm
12" 3+ 4+ 5 6 3-5 2 7 3+
8" 3+ 5+ 5 6 1-2 1 7 3+
A Storm Speeder Hailstrike is equipped with: 2 fragstorm grenade launchers; onslaught gatling cannon; twin ironhail heavy stubber.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Onslaught gatling cannon
Onslaught gatling cannon
24"
Heavy 8
5
-1
1
-
Twin ironhail heavy stubber
Twin ironhail heavy stubber
36"
Heavy 8
4
-1
1
-
ABILITIES
ABILITIES
Angels of Death
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, STORM SPEEDER, HAILSTRIKE, RAVENWING


9

Storm Speeder Hammerstrike

NoNAME  M WS BS S T W! A Ld Sv Base
155
Storm Speeder Hammerstrike (base: 90mm)
1
155
Storm Speeder Hammerstrike
16" 3+ 3+ 5 6 6-10 3 7 3+ 90mm
12" 3+ 4+ 5 6 3-5 2 7 3+
8" 3+ 5+ 5 6 1-2 1 7 3+
A Storm Speeder Hammerstrike is equipped with: Hammerstrike missile launcher; 2 krakstorm grenade launchers; melta destroyer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hammerstrike missile launcher
Hammerstrike missile launcher
36"
Heavy 2
8
-3
3
-
Krakstorm grenade launcher
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
Melta destroyer
Melta destroyer
24"
Heavy 3
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
ABILITIES
ABILITIES
Angels of Death
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, STORM SPEEDER, HAMMERSTRIKE, RAVENWING


9

Storm Speeder Thunderstrike

NoNAME  M WS BS S T W! A Ld Sv Base
160
Storm Speeder Thunderstrike (base: 90mm)
1
160
Storm Speeder Thunderstrike
16" 3+ 2+ 5 6 6-10 3 7 3+ 90mm
12" 3+ 3+ 5 6 3-5 2 7 3+
8" 3+ 4+ 5 6 1-2 1 7 3+
A Storm Speeder Thunderstrike is equipped with: stormfury missiles; Thunderstrike las-talon; twin Icarus rocket pod.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Stormfury missiles
Stormfury missiles
48"
Heavy 1
10
-3
D6
-
Thunderstrike las-talon
Thunderstrike las-talon
36"
Heavy 2
9
-3
D6
-
Twin Icarus rocket pod
Twin Icarus rocket pod
24"
Heavy 2D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
ABILITIES
ABILITIES
Angels of Death
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, STORM SPEEDER, THUNDERSTRIKE, RAVENWING


5

Suppressor Squad

NoNAME  M WS BS S T W A Ld Sv Base
Suppressor (base: 40mm)
2Suppressor 12" 3+ 3+ 4 4 2 2 7 3+ 40mm
Suppressor Sergeant (base: 40mm)
1Suppressor Sergeant 12" 3+ 3+ 4 4 2 3 8 3+ 40mm
Every model is equipped with: accelerator autocannon; bolt pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Accelerator autocannon
Accelerator autocannon
48"
Heavy 3
7
-1
2
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death, Death From Above
Suppressing Fire: Each time a model in this unit makes an attack with an accelerator autocannon against an enemy INFANTRY unit, if a hit is scored, that enemy unit cannot fire Overwatch this turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, FLY, JUMP PACK, SMOKESCREEN, SUPPRESSOR SQUAD


1

Cyberwolves

NoNAME  M WS BS S T W A Ld Sv Base
15
Cyberwolf (base: 40mm)
1‑5
15
Cyberwolf
10" 3+ - 4 4 2 3 6 4+ 40mm
If this unit contains between 2 and 3 Cyberwolf models, it has POWER RATING 2. If this unit contains between 4 and 5 Cyberwolf models, it has POWER RATING 3. Every model is equipped with: teeth and claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Teeth and claws
Teeth and claws
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Swift Hunters
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: BEAST, CYBERWOLVES


2

Fenrisian Wolves

NoNAME  M WS BS S T W A Ld Sv Base
7
Fenrisian Wolf (base: 40mm)
5‑15
7
Fenrisian Wolf
10" 3+ - 4 4 1 2 4 6+ 40mm
15
Cyberwolf (base: 40mm)
0‑1
15
Cyberwolf
10" 3+ - 4 4 2 3 6 4+ 40mm
If this unit contains between 6 and 10 Fenrisian Wolf models, it has Power Rating 4. If this unit contains between 11 and 15 Fenrisian Wolf models, it has Power Rating 6. If this unit contains a Cyberwolf, it has Power Rating +1. Every model is equipped with: teeth and claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Teeth and claws
Teeth and claws
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Swift Hunters
Pack Mentality: While this unit contains 5 or more models, add 1 to the Leadership characteristic of models in this unit. While this unit contains 10 or more models, add 2 to the Leadership characteristic of models in this unit instead.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: BEAST, FENRISIAN WOLVES


7

Ravenwing Darkshroud

NoNAME  M WS BS S T W A Ld Sv Base
130
Ravenwing Darkshroud (base: 65mm)
1
130
Ravenwing Darkshroud
12" 3+ 3+ 4 6 9 3 8 3+ 65mm
A Ravenwing Darkshroud is equipped with: heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Assault cannon
+5
Assault cannon
24"
Heavy 6
6
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s heavy bolter can be replaced with 1 assault cannon.
ABILITIES
ABILITIES
Angels of Death, Jink
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within D6” suffers D3 mortal wounds.
Icon of Old Caliban (Aura): While a friendly DARK ANGELS unit is within 6” of this model, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: VEHICLE, LAND SPEEDER, FLY, RAVENWING, RAVENWING DARKSHROUD


6

Ravenwing Land Speeder Vengeance

NoNAME  M WS BS S T W A Ld Sv Base
120
Ravenwing Land Speeder Vengeance (base: 65mm)
1
120
Ravenwing Land Speeder Vengeance
12" 3+ 3+ 4 6 9 3 8 3+ 65mm
A Ravenwing Land Speeder Vengeance is equipped with: heavy bolter; plasma storm battery.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Assault cannon
+5
Assault cannon
24"
Heavy 6
6
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Plasma storm battery
Before selecting targets, select one of the profiles below to make attacks with.
Plasma storm battery
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
8
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
9
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s heavy bolter can be replaced with 1 assault cannon.
ABILITIES
ABILITIES
Angels of Death, Jink
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within D6” suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: VEHICLE, LAND SPEEDER, FLY, RAVENWING, RAVENWING LAND SPEEDER VENGEANCE


6

Skyclaws

NoNAME  M WS BS S T W A Ld Sv Base
20
Skyclaw (base: 32mm)
4‑14
20
Skyclaw
12" 3+ 3+ 4 4 2 1 7 3+ 32mm
20
Skyclaw Pack Leader (base: 32mm)
1
20
Skyclaw Pack Leader
12" 3+ 3+ 4 4 2 2 7 3+ 32mm
20
Wolf Guard Skyclaw Pack Leader (base: 32mm)
0‑1
20
Wolf Guard Skyclaw Pack Leader
12" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains between 6 and 10 SKYCLAW models, it has Power Rating 11. If this unit contains 11 or more SKYCLAW models, it has Power Rating 16. If this unit contains a Wolf Guard Skyclaw Pack Leader, it has Power Rating +2. Every model is equipped with: bolt pistol; Astartes chainsword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to two Skyclaw and Skyclaw Pack Leaders’ bolt pistols can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Special Weapons list.
 • The Skyclaw Pack Leader’s Astartes chainsword can be replaced with one of the following: 1 power axe; 1 power fist; 1 power sword.
 • A Wolf Guard Skyclaw Pack Leader’s Astartes chainsword can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 storm shield (maximum one per model).
 • A Wolf Guard Skyclaw Pack Leader’s bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 storm shield (maximum one per model).
ABILITIES
ABILITIES
Angels of Death, Berserk Charge, Death From Above, Headstrong
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS (Wolf Guard Skyclaw Pack Leader): INFANTRY, CORE, JUMP PACK, MELTA BOMBS, FLY, WOLF GUARD
KEYWORDS (Others): INFANTRY, CORE, BLOOD CLAWS, JUMP PACK, MELTA BOMBS, FLY, SKYCLAWS


7

Thunderwolf Cavalry

NoNAME  M WS BS S T W A Ld Sv Base
45
Thunderwolf Cavalry (base: 60mm)
2‑5
45
Thunderwolf Cavalry
10" 3+ 3+ 4 5 4 2 8 3+ 60mm
45
Thunderwolf Cavalry Pack Leader (base: 60mm)
1
45
Thunderwolf Cavalry Pack Leader
10" 3+ 3+ 4 5 4 3 8 3+ 60mm
If this unit contains 4 or more models, it has Power Rating 14. Every model is equipped with: bolt pistol; Astartes chainsword; crushing teeth and claws; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Astartes chainsword replaced with one of the following: 1 weapon from the Melee Weapons list; 1 storm shield.
 • Any number of models can each have their bolt pistol replaced with one of the following: 1 boltgun; 1 plasma pistol; 1 weapon from the Melee Weapons list.
ABILITIES
ABILITIES
Angels of Death, Swift Hunters
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: CAVALRY, CORE, WOLF GUARD, THUNDERWOLF CAVALRY


5

Veteran Bike Squad

NoNAME  M WS BS S T W A Ld Sv Base
30
Veteran Biker (base: 75 x 25mm)
2‑5
30
Veteran Biker
14" 3+ 3+ 4 5 3 2 8 3+ 75 x 25mm
30
Veteran Biker Sergeant (base: 75 x 25mm)
1
30
Veteran Biker Sergeant
14" 3+ 3+ 4 5 3 3 9 3+ 75 x 25mm
30
Veteran Attack Bike (base: Use model)
0‑1
30
Veteran Attack Bike
14" 3+ 3+ 4 5 4 4 8 3+ Use model
If this unit contains between 4 and 5 Veteran Biker models, it has Power Rating 10. If this unit contains a Veteran Attack Bike, it has Power Rating +2.
• The Veteran Biker Sergeant and every Veteran Biker is equipped with: twin boltgun; frag grenades; krak grenades.
• A Veteran Attack Bike is equipped with: bolt pistol; heavy bolter; twin boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
+5
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Cryptclearer
 - Cryptclearer
18"
Assault 2
5
0
1
-
 - Wyrmsbreath
 - Wyrmsbreath
8"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
 - Xenopurge
 - Xenopurge
12"
Assault 2
4
-1
2
-
+20
Heavy bolter
+20
Heavy bolter
36"
Heavy 3
5
-1
2
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Stalker-pattern boltgun
+5
Stalker-pattern boltgun
30"
Heavy 1
4
-2
2
Special-issue Ammunition
Special-issue Ammunition
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+3
Power axe
+3
Power axe
Melee
Melee
+2
-2
1
-
+3
Power maul
+3
Power maul
Melee
Melee
+3
-1
1
-
+3
Power sword
+3
Power sword
Melee
Melee
+1
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Veteran Biker Sergeant can be equipped with one of the following:
  - Deathwatch shotgun
  - Stalker-pattern boltgun
  - Up to 2 items from the Deathwatch Equipment list
 • Any Veteran Biker can be equipped with one of the following: 1 bolt pistol; 1 Astartes chainsword; 1 power axe; 1 power maul; 1 power sword.
 • The Veteran Attack Bike can have its heavy bolter replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Turbo-boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: BIKER, VETERAN BIKE SQUAD


6

Deathstorm Drop Pod

NoNAME  M WS BS S T W A Ld Sv Base
120
Deathstorm Drop Pod (base: Use model)
1
120
Deathstorm Drop Pod
- - 4+ 6 6 8 - 8 3+ Use model
A Deathstorm Drop Pod is equipped with: deathstorm cannon array.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Deathstorm cannon array
Deathstorm cannon array
18"
Heavy 6
6
-1
1
-
+10
Deathstorm missile array
+10
Deathstorm missile array
18"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's deathstorm cannon array can be replaced with 1 deathstorm missile array.
ABILITIES
ABILITIES
Angels of Death, Death From Above
Drop Pod Assault: This model must start the battle set up high in the skies (see Death From Above) but is not counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
Defensive Array: In your Shooting phase, each time this model is selected to shoot, its deathstorm cannon array or its deathstorm missile array can target, and resolve attacks against, every eligible enemy unit. Each time this model fires Overwatch, it only resolves attacks with its weapons against the charging unit, but when doing so the Type of its deathstorm cannon array is changed to Heavy 12, and the Type of its deathstorm missile array is changed to Heavy 4.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, DROP POD, DEATHSTORM DROP POD


7

Javelin Attack Speeder

NoNAME  M WS BS S T W A Ld Sv Base
125
Javelin Attack Speeder (base: 65mm)
1
125
Javelin Attack Speeder
16" 3+ 3+ 4 6 9 2 7 3+ 65mm
A Javelin Attack Speeder is equipped with: heavy bolter; Javelin missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Javelin missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Javelin missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 3D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 3
8
-2
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s javelin missile launcher can be replaced with 2 lascannons.
 • This model’s heavy bolter can be replaced with 1 multi-melta.
 • This model can be equipped with up to 2 hunter-killer missiles.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, LAND SPEEDER, RELIC, JAVELIN ATTACK SPEEDER, RAVENWING


6

Land Speeder Tempests

NoNAME  M WS BS S T W A Ld Sv Base
115
Land Speeder Tempest (base: 65mm)
1‑3
115
Land Speeder Tempest
16" 6+ 3+ 4 6 7 2 7 3+ 65mm
If this unit contains 2 models, it has Power Rating 12. If this unit contains 3 models, it has Power Rating 18. Every model is equipped with: assault cannon; tempest salvo launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Tempest salvo launcher
Before selecting targets, select one of the profiles below to make attacks with.
Tempest salvo launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
-1
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-3
D6
-
ABILITIES
ABILITIES
Angels of Death
Ravenwing: If this unit is from the Dark Angels Chapter (or one of its successor Chapters), it has the RAVENWING keyword.
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, FLY, LAND SPEEDER, LAND SPEEDER TEMPESTS, RAVENWING


Flyers


10

Stormhawk Interceptor

NoNAME  M WS BS S T W! A Ld Sv Base
185
Stormhawk Interceptor (base: 120 x 92mm flying base)
1
185
Stormhawk Interceptor
20-60" 6+ 3+ 6 7 6-10 3 8 3+ 120 x 92mm flying base
20-45" 6+ 4+ 6 7 3-5 D3 8 3+
20-30" 6+ 5+ 6 7 1-2 1 8 3+
A Stormhawk Interceptor is equipped with: 2 assault cannons; skyhammer missile launcher; las-talon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
Icarus stormcannon
Icarus stormcannon
48"
Heavy 3
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
+25
Las-talon
+25
Las-talon
24"
Heavy 2
9
-3
D6
-
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
OTHER WARGEAR
ABILITIES 
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 heavy bolters; 1 typhoon missile launcher.
 • This model's las-talon can be replaced with 1 Icarus stormcannon.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, STORMHAWK INTERCEPTOR


17

Stormraven Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
290
Stormraven Gunship (base: 120 x 92mm flying base)
1
290
Stormraven Gunship
20-45" 6+ 3+ 8 7 8-14 6 9 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 4-7 D6 9 3+
20-25" 6+ 5+ 8 7 1-3 D3 9 3+
A Stormraven Gunship is equipped with: 2 stormstrike missile launchers; twin assault cannon; typhoon missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Hurricane bolter
+15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+10
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin assault cannon can be replaced with one of the following: 1 twin heavy plasma cannon; 1 twin lascannon.
 • This model's typhoon missile launcher can be replaced with one of the following: 1 twin heavy bolter; 1 twin multi-melta.
 • This model can be equipped with 2 hurricane bolters.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY models and 1 DREADNOUGHT model. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two INFANTRY models and each CENTURION model takes the space of three INFANTRY models. It cannot transport PRIMARIS models or DREADNOUGHT models that have a Wounds characteristic of 13 or more.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, STORMRAVEN GUNSHIP


9

Stormtalon Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
165
Stormtalon Gunship (base: 120 x 92mm flying base)
1
165
Stormtalon Gunship
20-50" 6+ 3+ 6 6 6-10 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 3-5 D3 8 3+
20-30" 6+ 5+ 6 6 1-2 1 8 3+
A Stormtalon Gunship is equipped with: skyhammer missile launcher; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy bolter
+5
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Lascannon
+10
Lascannon
48"
Heavy 1
9
-3
D6
-
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 heavy bolters; 2 lascannons; 1 typhoon missile launcher.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, STORMTALON GUNSHIP


10

Corvus Blackstar

NoNAME  M WS BS S T W! A Ld Sv Base
180
Corvus Blackstar (base: 120 x 92mm flying base)
1
180
Corvus Blackstar
20-50" 6+ 3+ 8 7 8-14 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 8 7 4-7 D3 8 3+
20-30" 6+ 5+ 8 7 1-3 1 8 3+
A Corvus Blackstar is equipped with: 2 blackstar rocket launchers; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blackstar rocket launcher
Blackstar rocket launcher
30"
Heavy 2D3
5
-1
1
Blast
Blast
+15
Hurricane bolter
+15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
+5
Auspex Array
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+5
Auspex Array
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+10
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+10
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can have their twin assault cannon replaced with 1 twin lascannon.
 • This model can have their 2 blackstar rocket launchers replaced with 2 stormstrike missile launchers.
 • This model can be equipped with 1 hurricane bolter.
 • This model can be equipped with 1 infernum halo-launcher or 1 auspex array.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Blackstar Cluster Launcher: In your Movement phase, after this model has made a Normal Move or Advanced, you can select one enemy unit this model moved across as part of that move. If you do, roll one D6 for each model in that enemy unit (up to a maximum of ten D6). That enemy unit suffers 1 mortal wound for each result of 6.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 DEATHWATCH INFANTRY or DEATHWATCH BIKER models. Each JUMP PACK or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. Each BIKER model takes the space of three other models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: VEHICLE, TRANSPORT, AIRCRAFT, FLY, CORVUS BLACKSTAR


10

Nephilim Jetfighter

NoNAME  M WS BS S T W! A Ld Sv Base
190
Nephilim Jetfighter (base: 120 x 92mm flying base)
1
190
Nephilim Jetfighter
20-50" 6+ 3+ 6 6 6-11 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 3-5 D3 8 3+
20-30" 6+ 5+ 6 6 1-2 1 8 3+
A Nephilim Jetfighter is equipped with: avenger mega bolter; 2 blacksword missile launchers; twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Avenger mega bolter
Avenger mega bolter
36"
Heavy 10
5
-1
2
-
Blacksword missile launcher
Blacksword missile launcher
36"
Heavy 1
7
-3
2
Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s avenger mega bolter can be replaced with 1 twin lascannon.
ABILITIES
ABILITIES
Angels of Death, Jink
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Air Superiority: Each time this model makes a ranged attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: VEHICLE, FLY, AIRCRAFT, RAVENWING, NEPHILIM JETFIGHTER


11

Ravenwing Dark Talon

NoNAME  M WS BS S T W! A Ld Sv Base
210
Ravenwing Dark Talon (base: 120 x 92mm flying base)
1
210
Ravenwing Dark Talon
20-50" 6+ 3+ 6 6 6-11 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 3-5 D3 8 3+
20-30" 6+ 5+ 6 6 1-2 1 8 3+
A Ravenwing Dark Talon is equipped with: 2 hurricane bolters; rift cannon
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hurricane bolter
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Rift cannon
Rift cannon
18"
Heavy D3
12
*
*
Blast. Each time an attack made with this weapon successfully wounds, do not make a saving throw: the target suffers 3 mortal wounds and the attack sequence ends.
Blast. Each time an attack made with this weapon successfully wounds, do not make a saving throw: the target suffers 3 mortal wounds and the attack sequence ends.
ABILITIES
ABILITIES
Angels of Death, Jink
Stasis Bomb: Once per game, in your Movement phase, after this model makes a Normal Move or Advances, you can select one enemy unit this model moved across as part of that move. If you do, the selected unit suffers D3 mortal wounds and is caught in stasis until the start of your next turn. While a unit (excluding VEHICLE and MONSTER units) is caught in stasis, it cannot Fall Back.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS
KEYWORDS: VEHICLE, FLY, AIRCRAFT, RAVENWING, RAVENWING DARK TALON


16

Stormfang Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
280
Stormfang Gunship (base: 120 x 92mm flying base)
1
280
Stormfang Gunship
20-50" 6+ 3+ 8 7 8-14 6 8 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 4-7 D6 8 3+
20-25" 6+ 5+ 8 7 1-3 D3 8 3+
A Stormfang Gunship is equipped with: helfrost destructor; skyhammer missile launcher; 2 stormstrike missile launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Helfrost destructor
Before selecting targets, select one of the profiles below to make attacks with.
Helfrost destructor
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy 3D3
6
-2
1
Blast
Blast
 - Focused
 - Focused
36"
Heavy D3
10
-4
6
Blast
Blast
+10
Lascannon
+10
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Melta array
+25
Melta array
24"
Heavy D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
+20
Twin heavy bolter
+20
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 melta arrays; 2 twin heavy bolters.
 • This model’s 2 stormstrike missile launchers can be replaced with 2 lascannons.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 SPACE WOLVES INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two INFANTRY models and each CENTURION takes the space of three INFANTRY models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: VEHICLE, TRANSPORT, AIRCRAFT, MACHINE SPIRIT, FLY, STORMFANG GUNSHIP


16

Stormwolf

NoNAME  M WS BS S T W! A Ld Sv Base
280
Stormwolf (base: 120 x 92mm flying base)
1
280
Stormwolf
20-50" 6+ 3+ 8 7 8-14 6 8 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 4-7 D6 8 3+
20-25" 6+ 5+ 8 7 1-3 D3 8 3+
A Stormwolf is equipped with: 2 lascannons; skyhammer missile launcher; twin helfrost cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Melta array
+25
Melta array
24"
Heavy D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+20
Twin heavy bolter
+20
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy 2D3
6
-2
1
Blast
Blast
 - Focused
 - Focused
36"
Heavy 2
8
-4
4
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s skyhammer missile launcher can be replaced with one of the following: 2 melta arrays; 2 twin heavy bolters.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
TRANSPORT
TRANSPORT
This model has a transport capacity of 16 SPACE WOLVES INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two INFANTRY models and each CENTURION takes the space of three INFANTRY models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS: VEHICLE, TRANSPORT, AIRCRAFT, MACHINE SPIRIT, FLY, STORMWOLF


22

Fire Raptor Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
340
Fire Raptor Gunship (base: 120 x 92mm flying base)
1
340
Fire Raptor Gunship
20-45" 6+ 3+ 8 7 9-18 6 9 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 5-8 D6 9 3+
20-25" 6+ 5+ 8 7 1-4 D3 9 3+
A Fire Raptor Gunship is equipped with: twin avenger bolt cannon; 2 twin autocannons; 2 twin hellstrike launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+30
Quad heavy bolter
+30
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
Twin autocannon
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin avenger bolt cannon
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
Twin hellstrike launcher
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 twin hellstrike missile launchers can be replaced with 2 twin lascannons.
 • This model’s 2 twin autocannons can be replaced with 2 quad heavy bolters.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, MACHINE SPIRIT, RELIC, FIRE RAPTOR GUNSHIP


19

Storm Eagle Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
335
Storm Eagle Gunship (base: 120 x 92mm flying base)
1
335
Storm Eagle Gunship
20-45" 6+ 3+ 8 7 9-18 6 9 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 5-8 D6 9 3+
20-25" 6+ 5+ 8 7 1-4 D3 9 3+
A Storm Eagle Gunship is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin hellstrike launcher
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
Vengeance launcher
Vengeance launcher
48"
Heavy 2D6
6
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 twin multi-melta; 1 typhoon missile launcher.
 • This model’s 2 twin hellstrike launchers can be replaced with 2 twin lascannons.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 INFANTRY models. Each JUMP PACK, WULFEN otTERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, RELIC, STORM EAGLE GUNSHIP


11

Xiphon Interceptor

NoNAME  M WS BS S T W! A Ld Sv Base
235
Xiphon Interceptor (base: 120 x 92mm flying base)
1
235
Xiphon Interceptor
20-60" 6+ 3+ 6 7 7-12 3 8 3+ 120 x 92mm flying base
20-45" 6+ 4+ 6 7 4-6 D3 8 3+
20-30" 6+ 5+ 6 7 1-3 1 8 3+
A Xiphon Interceptor is equipped with: 2 twin lascannons; Xiphon missile battery.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Xiphon missile battery
Xiphon missile battery
60"
Heavy 3
7
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RELIC, XIPHON INTERCEPTOR


16

Caestus Assault Ram

NoNAME  M WS BS S T W! A Ld Sv Base
320
Caestus Assault Ram (base: 120 x 92mm flying base)
1
320
Caestus Assault Ram
20-45" 5+ 3+ 8 7 11-20 6 9 3+ 120 x 92mm flying base
20-35" 5+ 4+ 8 7 6-10 D6 9 3+
20-25" 5+ 5+ 8 7 1-5 D3 9 3+
A Caestus Assault Ram is equipped with: 2 firefury missile batteries; twin magna-melta.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Firefury missile battery
Firefury missile battery
36"
Heavy 2D3
6
-2
1
Blast
Blast
Twin magna-melta
Twin magna-melta
24"
Heavy 2D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, CAESTUS ASSAULT RAM


19

Storm Eagle Gunship (Legendary)

NoNAME  M WS BS S T W! A Ld Sv Base
335
Storm Eagle Gunship (base: 120 x 92mm flying base)
1
335
Storm Eagle Gunship
20-45" 6+ 3+ 8 7 9-18 6 9 3+ 120 x 92mm flying base
20-35" 6+ 4+ 8 7 5-8 D6 9 3+
20-25" 6+ 5+ 8 7 1-4 D3 9 3+
A Storm Eagle Gunship is equipped with: twin heavy bolter; 2 twin hellstrike launchers; vengeance launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Vengeance launcher
Vengeance launcher
48"
Heavy 2D6
6
-1
1
Blast
Blast
Twin hellstrike launcher
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
+20
ROC missile launcher
+20
ROC missile launcher
48"
Heavy 8
8
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with one of the following: 1 twin multi-melta; 1 typhoon missile launcher.
 • This model’s 2 twin hellstrike launchers can be replaced with 2 twin lascannons.
 • If this unit is from the Minotaurs Chapter, its vengeance launcher and 2 twin hellstrike launchers can be replaced with 1 ROC missile launcher and 2 twin lascannons. If this wargear option is taken, this model’s transport capacity is reduced to 14 MINOTAURS INFANTRY models.
 • This model’s vengeance launcher and 2 twin hellstrike launchers can be replaced with 1 ROC missile launcher and 2 twin lascannons. If this wargear option is taken, this model’s transport capacity is reduced to 14 MINOTAURS INFANTRY models.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, RELIC, STORM EAGLE GUNSHIP


Heavy Support


14

Centurion Devastator Squad

NoNAME  M WS BS S T W A Ld Sv Base
70
Devastator Centurion (base: 50mm)
2‑5
70
Devastator Centurion
5" 3+ 3+ 5 5 4 3 7 2+ 50mm
70
Devastator Centurion Sergeant (base: 50mm)
1
70
Devastator Centurion Sergeant
5" 3+ 3+ 5 5 4 4 8 2+ 50mm
If this unit contains 4 or more models, it has Power Rating 28. Every model is equipped with: grav-cannon; hurricane bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Centurion missile launcher
Centurion missile launcher
36"
Assault D3
8
-2
D3
Blast
Blast
+15
Grav-cannon
+15
Grav-cannon
30"
Heavy 4
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
Hurricane bolter
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their hurricane bolter replaced with 1 Centurion missile launcher.
 • Any number of models can each have their grav-cannon replaced with one of the following: 2 heavy bolters; 2 lascannons.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Omniscope: Each time a model in this unit makes a ranged attack, if this unit contains a Centurion Sergeant, then the target does not receive the benefits of cover against that attack.
Decimator Protocols: Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CENTURION, CENTURION DEVASTATOR SQUAD


8

Devastator Squad

NoNAME  M WS BS S T W A Ld Sv Base
18
Devastator Marine (base: 32mm)
4‑9
18
Devastator Marine
6" 3+ 3+ 4 4 2 1 7 3+ 32mm
18
Devastator Marine Sergeant (base: 32mm)
1
18
Devastator Marine Sergeant
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 12. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Devastator Marine Sergeant’s bolt pistol can be replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • The Devastator Marine Sergeant’s boltgun can be replaced with one of the following: 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list.
 • Up to 4 Devastator Marines can each have their boltgun replaced with 1 weapon from the Heavy Weapons list.
 • The unit can be equipped with 1 Armorium Cherub.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Signum: In your Shooting phase, each time this unit shoots, if it contains a Devastator Marine Sergeant, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, DEVASTATOR SQUAD


5

Eliminator Squad

NoNAME  M WS BS S T W A Ld Sv Base
25
Eliminator (base: 40mm)
2
25
Eliminator
6" 3+ 2+ 4 4 2 2 7 3+ 40mm
25
Eliminator Sergeant (base: 40mm)
1
25
Eliminator Sergeant
6" 3+ 2+ 4 4 2 3 8 3+ 40mm
Every model is equipped with: bolt pistol; bolt sniper rifle; frag grenades; krak grenades; camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Bolt sniper rifle
Before selecting targets, select one of the profiles below to make attacks with. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Bolt sniper rifle
Before selecting targets, select one of the profiles below to make attacks with. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Each time an attack is made with this weapon profile, add 1 to that attack’s hit roll. Targets do not receive the benefits of cover against attacks made with this weapon profile.
Each time an attack is made with this weapon profile, add 1 to that attack’s hit roll. Targets do not receive the benefits of cover against attacks made with this weapon profile.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
Blast.
Blast.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
2
Each time an attack is made with this weapon profile, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon profile, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Instigator bolt carbine
Instigator bolt carbine
24"
Assault 1
4
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
+5
Las fusil
+5
Las fusil
36"
Heavy 1
8
-3
3
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Camo Cloak
Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Eliminator Sergeant’s bolt sniper rifle can be replaced with one of the following: 1 instigator bolt carbine; 1 las fusil.
 • All of the Eliminators in the unit can have their bolt sniper rifle replaced with 1 las fusil each.
ABILITIES
ABILITIES
Angels of Death, Concealed Positions
Covering Fire: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units and contains an Eliminator Sergeant equipped with an instigator bolt carbine, it can make a Normal Move as if it were your Movement phase.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, PHOBOS, ELIMINATOR SQUAD


7

Eradicator Squad

NoNAME  M WS BS S T W A Ld Sv Base
45
Eradicator (base: 40mm)
2‑5
45
Eradicator
5" 3+ 3+ 4 5 3 2 7 3+ 40mm
45
Eradicator Sergeant (base: 40mm)
1
45
Eradicator Sergeant
5" 3+ 3+ 4 5 3 3 8 3+ 40mm
If this unit contains 4 or more models, it has Power Rating 14. Every model is equipped with: bolt pistol; melta rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Heavy melta rifle
+5
Heavy melta rifle
24"
Heavy 1
8
-4
D6+2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Melta rifle
Melta rifle
24"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their melta rifle replaced with 1 heavy melta rifle each.
 • For every 3 models in this unit, 1 Eradicator's melta rifle or heavy melta rifle can be replaced with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
Total Obliteration: In your Shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration. If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit (and only if that enemy unit is an eligible target for those attacks).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, MK X GRAVIS, ERADICATOR SQUAD


6

Firestrike Servo-turrets

NoNAME  M WS BS S T W A Ld Sv Base
90
Firestrike Servo-turret (base: 80mm)
1‑3
90
Firestrike Servo-turret
3" 3+ 2+ 4 5 5 2 8 2+ 80mm
If this unit contains 2 models, it has Power Rating 12. If this unit contains 3 models, it has Power Rating 18. Every model is equipped with: twin las-talon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin accelerator autocannon
Twin accelerator autocannon
48"
Heavy 6
7
-1
2
-
+40
Twin las-talon
+40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their twin las-talon replaced with 1 twin accelerator autocannon.
ABILITIES
ABILITIES
Angels of Death
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, ARTILLERY, FIRESTRIKE SERVO-TURRETS


11

Gladiator Lancer

NoNAME  M WS BS S T W! A Ld Sv Base
180
Gladiator Lancer (base: 100mm)
1
180
Gladiator Lancer
10" 6+ 3+ 7 8 7-12 3 8 3+ 100mm
5" 6+ 4+ 7 8 4-6 D3 8 3+
3" 6+ 5+ 7 8 1-3 1 8 3+
A Gladiator Lancer is equipped with: Lancer laser destroyer, 2 storm bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
+5
Icarus rocket pod
+5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Lancer laser destroyer
Lancer laser destroyer
72"
Heavy 2
10
-3
D3+3
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
OTHER WARGEAR
ABILITIES 
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.
 • This model can be equipped with 1 ironhail heavy stubber.
 • This model can be equipped with 1 Icarus rocket pod.
 • This model can be equipped with 1 auto launchers.
ABILITIES
ABILITIES
Angels of Death
Aquilon Optics: Each time this model makes an attack with a Lancer laser destroyer, add 1 to that attack’s hit roll.
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, GLADIATOR, REPULSOR FIELD, GLADIATOR LANCER


12

Gladiator Reaper

NoNAME  M WS BS S T W! A Ld Sv Base
210
Gladiator Reaper (base: 100mm)
1
210
Gladiator Reaper
10" 6+ 3+ 7 8 7-12 3 8 3+ 100mm
5" 6+ 4+ 7 8 4-6 D3 8 3+
3" 6+ 5+ 7 8 1-3 1 8 3+
A Gladiator Reaper is equipped with: 2 tempest bolters; twin heavy onslaught gatling cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
+5
Icarus rocket pod
+5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Tempest bolter
Tempest bolter
30"
Rapid Fire 4
4
-1
1
-
Twin heavy onslaught gatling cannon
Twin heavy onslaught gatling cannon
30"
Heavy 24
6
-1
1
-
OTHER WARGEAR
ABILITIES 
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 ironhail heavy stubber.
 • This model can be equipped with 1 Icarus rocket pod.
 • This model can be equipped with 1 auto launchers.
ABILITIES
ABILITIES
Angels of Death
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, GLADIATOR, REPULSOR FIELD, GLADIATOR REAPER


13

Gladiator Valiant

NoNAME  M WS BS S T W! A Ld Sv Base
230
Gladiator Valiant (base: 100mm)
1
230
Gladiator Valiant
10" 6+ 3+ 7 8 7-12 3 8 3+ 100mm
5" 6+ 4+ 7 8 4-6 D3 8 3+
3" 6+ 5+ 7 8 1-3 1 8 3+
A Gladiator Valiant is equipped with: 2 multi-meltas; twin las-talon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
+5
Icarus rocket pod
+5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin las-talon
Twin las-talon
24"
Heavy 4
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
+5
Auto launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 ironhail heavy stubber.
 • This model can be equipped with 1 Icarus rocket pod.
 • This model can be equipped with 1 auto launchers.
ABILITIES
ABILITIES
Angels of Death
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, GLADIATOR, REPULSOR FIELD, GLADIATOR VALIANT


8

Hellblaster Squad

NoNAME  M WS BS S T W A Ld Sv Base
33
Hellblaster (base: 32mm)
4‑9
33
Hellblaster
6" 3+ 3+ 4 4 2 2 7 3+ 32mm
33
Hellblaster Sergeant (base: 32mm)
1
33
Hellblaster Sergeant
6" 3+ 3+ 4 4 2 3 8 3+ 32mm
If this unit contains 6 or more models, it has Power Rating 16. Every model is equipped with: bolt pistol; plasma incinerator; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Assault plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Assault plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Assault 3
6
-4
1
-
 - Supercharge
 - Supercharge
24"
Assault 3
7
-4
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Heavy plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 1
8
-4
2
-
 - Supercharge
 - Supercharge
36"
Heavy 1
9
-4
3
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their plasma incinerator replaced with 1 assault plasma incinerator each.
 • All of the models in the unit can have their plasma incinerator replaced with 1 heavy plasma incinerator each.
 • The Hellblaster Sergeant’s bolt pistol can be replaced with 1 plasma pistol.
ABILITIES
ABILITIES
Angels of Death, Combat Squads
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: INFANTRY, CORE, PRIMARIS, HELLBLASTER SQUAD


6

Hunter

NoNAME  M WS BS S T W! A Ld Sv Base
110
Hunter (base: Use model)
1
110
Hunter
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Hunter is equipped with: skyspear missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Skyspear missile launcher
Skyspear missile launcher
60"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D6+6.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D6+6.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, HUNTER


15

Land Raider

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider (base: Use model)
1
265
Land Raider
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider is a equipped with: twin heavy bolter; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER


15

Land Raider Crusader

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider Crusader (base: Use model)
1
265
Land Raider Crusader
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Crusader is equipped with: 2 hurricane bolters; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hurricane bolter
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 16 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, SMOKESCREEN, MACHINE SPIRIT, LAND RAIDER CRUSADER


15

Land Raider Redeemer

NoNAME  M WS BS S T W! A Ld Sv Base
265
Land Raider Redeemer (base: Use model)
1
265
Land Raider Redeemer
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Redeemer is equipped with: 2 flamestorm cannons; twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamestorm cannon
Flamestorm cannon
12"
Heavy D6
6
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of 2 models and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, MACHINE SPIRIT, SMOKESCREEN, LAND RAIDER REDEEMER


8

Predator Annihilator

NoNAME  M WS BS S T W! A Ld Sv Base
130
Predator Annihilator (base: Use model)
1
130
Predator Annihilator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Predator Annihilator is equipped with: twin lascannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, PREDATOR, SMOKESCREEN, PREDATOR ANNIHILATOR


8

Predator Destructor

NoNAME  M WS BS S T W! A Ld Sv Base
140
Predator Destructor (base: Use model)
1
140
Predator Destructor
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Predator Destructor is equipped with: Predator autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Predator autocannon
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, PREDATOR, SMOKESCREEN, PREDATOR DESTRUCTOR


16

Repulsor

NoNAME  M WS BS S T W! A Ld Sv Base
295
Repulsor (base: 100mm)
1
295
Repulsor
10" 6+ 3+ 8 8 9-16 6 9 3+ 100mm
5" 6+ 4+ 8 8 5-8 D6 9 3+
3" 6+ 5+ 8 8 1-4 D3 9 3+
A Repulsor is equipped with: heavy onslaught gatling cannon; Icarus ironhail heavy stubber; ironhail heavy stubber; 2 krakstorm grenade launchers; 2 storm bolters; twin heavy bolter; hunter-slayer missile; auto launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Heavy onslaught gatling cannon
Heavy onslaught gatling cannon
30"
Heavy 12
6
-1
1
-
Hunter-slayer missile
Hunter-slayer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-slayer missile it is equipped with once per battle. This weapon can target units that are not visible to the bearer.
The bearer can only shoot with each hunter-slayer missile it is equipped with once per battle. This weapon can target units that are not visible to the bearer.
Icarus ironhail heavy stubber
Icarus ironhail heavy stubber
36"
Heavy 4
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Icarus rocket pod
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Ironhail heavy stubber
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
Krakstorm grenade launcher
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
+5
Las-talon
+5
Las-talon
24"
Heavy 2
9
-3
D6
-
+15
Onslaught gatling cannon
+15
Onslaught gatling cannon
24"
Heavy 8
5
-1
1
-
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin lascannon
+10
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
Auto launchers
The bearer has the SMOKESCREEN keyword.
Auto launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 additional ironhail heavy stubber.
 • This model’s twin heavy bolter can be replaced with 1 twin lascannon.
 • This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon.
 • One of this model’s ironhail heavy stubbers can be replaced with 1 onslaught gatling cannon.
 • This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.
 • This model’s auto launchers can be replaced with 2 fragstorm grenade launchers.
 • This model’s Icarus ironhail heavy stubber can be replaced with one of the following: 1 fragstorm grenade launcher; 1 Icarus rocket pod; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Hover Tank: Distances are always measured to and from this model’s hull.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, REPULSOR FIELD, REPULSOR


19

Repulsor Executioner

NoNAME  M WS BS S T W! A Ld Sv Base
335
Repulsor Executioner (base: 100mm)
1
335
Repulsor Executioner
10" 6+ 3+ 8 8 9-16 6 9 3+ 100mm
5" 6+ 4+ 8 8 5-8 D6 9 3+
3" 6+ 5+ 8 8 1-4 D3 9 3+
A Repulsor Executioner is equipped with: 2 fragstorm grenade launchers; heavy onslaught gatling cannon; macro plasma incinerator; 2 storm bolters; twin heavy bolter; twin Icarus ironhail heavy stubber; auto launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fragstorm grenade launcher
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
+10
Heavy laser destroyer
+10
Heavy laser destroyer
72"
Heavy 2
12
-4
D3+3
-
Heavy onslaught gatling cannon
Heavy onslaught gatling cannon
30"
Heavy 12
6
-1
1
-
+5
Icarus rocket pod
+5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
8
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin Icarus ironhail heavy stubber
Twin Icarus ironhail heavy stubber
36"
Heavy 8
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
Auto launchers
The bearer has the SMOKESCREEN keyword.
Auto launchers
The bearer has the SMOKESCREEN keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer.
 • This model can be equipped with 1 ironhail heavy stubber.
 • This model can be equipped with 1 Icarus rocket pod.
ABILITIES
ABILITIES
Angels of Death
Aquilon Optics: Each time this model makes an attack with its heavy laser destroyer or macro plasma incinerator, add 1 to that attack's hit roll.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Hover Tank: Distances are always measured to and from this model’s hull.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, MACHINE SPIRIT, REPULSOR FIELD, REPULSOR EXECUTIONER


6

Stalker

NoNAME  M WS BS S T W! A Ld Sv Base
115
Stalker (base: Use model)
1
115
Stalker
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Stalker is equipped with: 2 Icarus stormcannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Icarus stormcannon
Icarus stormcannon
48"
Heavy 3
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, STALKER


6

Thunderfire Cannon

NoNAME  M WS BS S T W A Ld Sv Base
Thunderfire Cannon (base: Use model)
1Thunderfire Cannon 3" 6+ 2+ 3 6 4 1 8 2+ Use model
Techmarine Gunner (base: 25mm)
1Techmarine Gunner 6" 3+ 2+ 4 4 4 3 8 2+ 25mm
The Thunderfire Cannon is equipped with: thunderfire cannon. The Techmarine Gunner is equipped with: bolt pistol; flamer; plasma cutter; 2 servo-arms.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Thunderfire cannon
Thunderfire cannon
60"
Heavy 4D3
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
ABILITIES
ABILITIES
Angels of Death
Crewed Artillery: After this unit is set up on the battlefield for the first time, it is split into two units, one containing the ARTILLERY model and the other the GUNNER model. If at the end of any phase, the GUNNER unit is not within 3" of its ARTILLERY unit, that ARTILLERY unit is destroyed.
Operated Artillery: While a GUNNER unit is within 3" of its ARTILLERY unit, enemy models cannot target that GUNNER unit with ranged weapons.
Blessing of the Omnissiah: At the end of your Movement phase, a Techmarine Gunner can repair one friendly VEHICLE model within 3" of it. That Vehicle model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS (Thunderfire Cannon): VEHICLE, ARTILLERY, THUNDERFIRE CANNON
KEYWORDS (Techmarine Gunner): INFANTRY, CHARACTER, GUNNER


7

Vindicator

NoNAME  M WS BS S T W! A Ld Sv Base
130
Vindicator (base: Use model)
1
130
Vindicator
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Vindicator is equipped with: demolisher cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
OTHER WARGEAR
ABILITIES 
+10
Vindicator siege shield
Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+10
Vindicator siege shield
Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Vindicator siege shield.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, VINDICATOR


7

Whirlwind

NoNAME  M WS BS S T W! A Ld Sv Base
125
Whirlwind (base: Use model)
1
125
Whirlwind
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Whirlwind is equipped with: Whirlwind vengeance launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Whirlwind castellan launcher
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+10
Whirlwind vengeance launcher
+10
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's Whirlwind vengeance launcher can be replaced with 1 Whirlwind castellan launcher.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, WHIRLWIND


8

Baal Predator

NoNAME  M WS BS S T W! A Ld Sv Base
120
Baal Predator (base: Use model)
1
120
Baal Predator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Baal Predator is equipped with: twin assault cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Baal flamestorm cannon
Baal flamestorm cannon
18"
Heavy D6
6
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+10
Twin assault cannon
+10
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin assault cannon can be replaced with 1 Baal flamestorm cannon.
 • This model can be equipped with one of the following: 2 heavy bolters; 2 heavy flamers.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Overcharged Engines: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: VEHICLE, PREDATOR, SMOKESCREEN, BAAL PREDATOR


7

Long Fangs

NoNAME  M WS BS S T W A Ld Sv Base
18
Long Fang (base: 32mm)
4‑5
18
Long Fang
6" 3+ 3+ 4 4 2 1 8 3+ 32mm
18
Long Fang Pack Leader (base: 32mm)
1
18
Long Fang Pack Leader
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
18
Wolf Guard Pack Leader (base: 32mm)
0‑1
18
Wolf Guard Pack Leader
6" 3+ 3+ 4 4 2 2 8 3+ 32mm
33
Wolf Guard Terminator Pack Leader (base: 40mm)
0‑1
33
Wolf Guard Terminator Pack Leader
5" 3+ 3+ 4 4 3 2 8 2+ 40mm
If this unit contains 6 or more LONG FANG models, it has Power Rating 11. If this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, it has Power Rating +2.This unit cannot contain both a Wolf Guard Pack Leader and a Wolf Guard Terminator Pack Leader. The Long Fang Pack Leader is equipped with: bolt pistol; boltgun; Astartes chainsword; frag grenades; krak grenades. A Wolf Guard Terminator Pack Leader is equipped with: storm bolter; power sword. Every other model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Assault cannon
+5
Assault cannon
24"
Heavy 6
6
-1
1
-
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+5
Heavy flamer
+5
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Astartes chainsword
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Chainfist
+5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power fist
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Thunder hammer
Thunder hammer
Melee
Melee
x2
-2
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
OTHER WARGEAR
ABILITIES 
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Storm shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of Long Fangs can each have their boltgun replaced with 1 weapon from the Heavy Weapons list.
 • The Long Fang Pack Leader’s boltgun and bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Special Weapons list.
 • The Long Fang Pack Leader’s Astartes chainsword can be replaced with one of the following: 1 power axe; 1 power fist; 1 power sword.
 • The Wolf Guard Pack Leader’s boltgun can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 weapon from the Combi-weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Pack Leader’s bolt pistol can be replaced with one of the following: 1 plasma pistol; 1 weapon from the Melee Weapons list; 1 storm shield (maximum one per model).
 • The Wolf Guard Terminator Pack Leader’s power sword can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 thunder hammer; 1 storm shield.
 • The Wolf Guard Terminator Pack Leader’s storm bolter can be replaced with one of the following: 1 assault cannon; 1 cyclone missile launcher and 1 storm bolter; 1 heavy flamer.
 • The Wolf Guard Terminator Pack Leader’s storm bolter can be replaced with one of the following: 1 chainfist; 1 lightning claw; 1 power axe; 1 power fist; 1 power maul; 1 power sword; 1 thunder hammer; 1 weapon from the Combi-weapons list.
 • The unit can be equipped with 1 Armorium Cherub.
ABILITIES
ABILITIES
Angels of Death
Signum: In your Shooting phase, each time this unit shoots, if it contains a Long Fang Pack Leader, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+.
Crux Terminatus: The Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
KEYWORDS (Wolf Guard Pack Leader): INFANTRY, CORE, WOLF GUARD
KEYWORDS (Wolf Guard Terminator Pack Leader): INFANTRY, CORE, TERMINATOR, WOLF GUARD
KEYWORDS (Other): INFANTRY, CORE, LONG FANGS


18

Land Raider Achilles

NoNAME  M WS BS S T W! A Ld Sv Base
300
Land Raider Achilles (base: Use model)
1
300
Land Raider Achilles
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Achilles is equipped with: quad launcher; 2 twin volkite culverins.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Twin volkite culverin
Twin volkite culverin
45"
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin volkite culverins can be replaced with 2 twin multi-meltas.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Inviolate Armour: This model has a 5+ invulnerable save.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, MACHINE SPIRIT, LAND RAIDER, LAND RAIDER ACHILLES


14

Land Raider Proteus

NoNAME  M WS BS S T W! A Ld Sv Base
235
Land Raider Proteus (base: Use model)
1
235
Land Raider Proteus
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Proteus is equipped with: 2 twin lascannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+15
Multi-melta
+15
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+20
Twin heavy flamer
+20
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
+15
Explorator Augury Web
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 INFANTRY models instead of 10.
+15
Explorator Augury Web
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 INFANTRY models instead of 10.
+15
Heavy Armour
The bearer has a 5+ invulnerable save.
+15
Heavy Armour
The bearer has a 5+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 heavy bolter; 1 multi-melta; 1 twin heavy bolter; 1 twin heavy flamer.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with one of the following: 1 explorator augury web; 1 heavy armour.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TRANSPORT, SMOKESCREEN, MACHINE SPIRIT, RELIC, LAND RAIDER, LAND RAIDER PROTEUS


5

Rapier Carrier

NoNAME  M WS BS S T W A Ld Sv Base
75
Rapier Carrier (base: Use model)
1
75
Rapier Carrier
4" 3+ 3+ 4 5 5 2 7 3+ Use model
A Rapier Carrier is equipped with: boltgun; quad heavy bolter. A Rapier Carrier unit has 1 separate Space Marine crew model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Graviton cannon
Graviton cannon
36"
Heavy D6
6
-3
2
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
+35
Laser destroyer
+35
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Quad heavy bolter
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
+35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
+35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s quad heavy bolter can be replaced with one of the following: 1 graviton cannon; 1 laser destroyer; 1 quad launcher.
ABILITIES
ABILITIES
Angels of Death
Artillery and Crew: Each Rapier Carrier and its crew are treated as a single model for all rules purposes (crew models must remain within 1" of their Rapier Carrier model). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Rapier Carrier’s model, not the crew models. This unit cannot Advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, ARTILLERY, RAPIER CARRIER


10

Sicaran Arcus

NoNAME  M WS BS S T W! A Ld Sv Base
155
Sicaran Arcus (base: Use model)
1
155
Sicaran Arcus
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Sicaran Arcus is equipped with: Arcus multi-launcher; heavy bolter
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arcus multi-launcher
Arcus multi-launcher
48"
Heavy 2D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters: 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SICARIAN, SMOKESCREEN, RELIC, SICARAN ARCUS


10

Sicaran Battle Tank

NoNAME  M WS BS S T W! A Ld Sv Base
165
Sicaran Battle Tank (base: Use model)
1
165
Sicaran Battle Tank
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Sicaran Battle Tank is equipped with: heavy bolter; Herakles-pattern autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
Herakles-pattern autocannon
Herakles-pattern autocannon
48"
Heavy 6
7
-2
3
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, SICARIAN, SICARAN BATTLE TANK


10

Sicaran Omega

NoNAME  M WS BS S T W! A Ld Sv Base
175
Sicaran Omega (base: Use model)
1
175
Sicaran Omega
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Sicaran Omega is equipped with: heavy bolter; omega plasma array.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Omega plasma array
Before selecting targets, select one of the profiles below to make attacks with.
Omega plasma array
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
8
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
9
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters: 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SICARIAN, SMOKESCREEN, RELIC, SICARAN OMEGA


10

Sicaran Punisher

NoNAME  M WS BS S T W! A Ld Sv Base
155
Sicaran Punisher (base: Use model)
1
155
Sicaran Punisher
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Sicaran Punisher is equipped with: heavy bolter; Punisher rotary cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
Punisher rotary cannon
Punisher rotary cannon
36"
Heavy 18
6
-1
1
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters: 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SICARIAN, SMOKESCREEN, RELIC, SICARAN PUNISHER


10

Sicaran Venator

NoNAME  M WS BS S T W! A Ld Sv Base
170
Sicaran Venator (base: Use model)
1
170
Sicaran Venator
14" 6+ 3+ 6 7 7-14 3 8 2+ Use model
7" 6+ 4+ 6 7 4-6 D3 8 2+
4" 6+ 5+ 6 7 1-3 1 8 2+
A Sicaran Venator is equipped with: heavy bolter; Venator neutron laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Venator neutron laser
Venator neutron laser
48"
Heavy 3
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters: 2 lascannons.
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SICARIAN, SMOKESCREEN, RELIC, SICARAN VENATOR


10

Vindicator Laser Destroyer

NoNAME  M WS BS S T W! A Ld Sv Base
175
Vindicator Laser Destroyer (base: Use model)
1
175
Vindicator Laser Destroyer
10" 6+ 3+ 6 8 6-11 3 8 3+ Use model
5" 6+ 4+ 6 8 3-5 D3 8 3+
3" 6+ 5+ 6 8 1-2 1 8 3+
A Vindicator Laser Destroyens equipped with: laser volley cannon; storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Volley fire
 - Volley fire
36"
Heavy 3
9
-3
D3+3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 3
10
-4
6
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, VINDICATOR LASER DESTROYER


10

Whirlwind Scorpius

NoNAME  M WS BS S T W! A Ld Sv Base
170
Whirlwind Scorpius (base: Use model)
1
170
Whirlwind Scorpius
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Whirlwind Scorpius is equipped with: Scorpius multi-launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Scorpius multi-launcher
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, RELIC, WHIRLWIND SCORPIUS


8

Deimos Predator

NoNAME  M WS BS S T W! A Ld Sv Base
115
Deimos Predator (base: Use model)
1
115
Deimos Predator
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 2 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Deimos Predator is a single model. It is equipped with a plasma destroyer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48-72"
Heavy D3
8
-3
4
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Infernus cannon
+20
Infernus cannon
18"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Magna-melta cannon
+25
Magna-melta cannon
36"
Heavy 2D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-4
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s plasma destroyer can be replaced with one of the following: 1 conversion beam cannon; 1 infernus cannon; 1 magna-melta cannon.
 • This model can be equipped with one of the following: 2 heavy bolters; 2 heavy flamers; 2 lascannons.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, PREDATOR, SMOKESCREEN, DEIMOS PREDATOR


14

Land Raider Helios

NoNAME  M WS BS S T W! A Ld Sv Base
260
Land Raider Helios (base: Use model)
1
260
Land Raider Helios
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Helios is equipped with: Helios launcher; 2 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Helios launcher
Helios launcher
48"
Heavy D3
7
-2
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of 2 models and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, SMOKESCREEN, MACHINE SPIRIT, LAND RAIDER HELIOS


16

Land Raider Prometheus

NoNAME  M WS BS S T W! A Ld Sv Base
295
Land Raider Prometheus (base: Use model)
1
295
Land Raider Prometheus
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 D3 9 2+
A Land Raider Prometheus is equipped with: 2 quad heavy bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Quad heavy bolter
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 multi-melta.
 • This model can be equipped with 1 storm bolter.
 • This model can be equipped with 1 hunter-killer missile.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 10 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of 2 models and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TRANSPORT, ASSAULT LAUNCHERS, SMOKESCREEN, MACHINE SPIRIT, LAND RAIDER PROMETHEUS


8

Mortis Dreadnought

NoNAME  M WS BS S T W A Ld Sv Base
135
Mortis Dreadnought (base: 60mm)
1
135
Mortis Dreadnought
6" 3+ 3+ 6 7 8 4 8 3+ 60mm
A Mortis Dreadnought is equipped with: 2 twin heavy bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Dreadnought inferno cannon
Dreadnought inferno cannon
12"
Heavy D6
6
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+5
Multi-melta
+5
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Twin autocannon
+10
Twin autocannon
48"
Heavy 4
7
-1
2
-
+10
Twin heavy bolter
+10
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+20
Twin lascannon
+20
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 twin heavy bolters can be replaced with one of the following:
  - 2 assault cannons
  - 2 heavy plasma cannons
  - 2 missile launchers
  - 2 multi-meltas
  - 2 twin autocannons
  - 2 twin lascannons
ABILITIES
ABILITIES
Angels of Death
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, DREADNOUGHT, MORTIS DREADNOUGHT


7

Whirlwind Hyperios

NoNAME  M WS BS S T W! A Ld Sv Base
130
Whirlwind Hyperios (base: Use model)
1
130
Whirlwind Hyperios
12" 6+ 3+ 6 7 6-11 3 8 3+ Use model
6" 6+ 4+ 6 7 3-5 D3 8 3+
3" 6+ 5+ 6 7 1-2 1 8 3+
A Whirlwind Hyperios is equipped with: Whirlwind Hyperios launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Whirlwind Hyperios launcher
Whirlwind Hyperios launcher
48"
Heavy 2D3
7
-2
1
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 hunter-killer missile.
 • This model can be equipped with 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, SMOKESCREEN, WHIRLWIND HYPERIOS


Lords of War


19

Roboute Guilliman

NoNAME  M WS BS S T W A Ld Sv Base
380
Roboute Guilliman (base: 60mm)
1
380
Roboute Guilliman
8" 2+ 2+ 6 6 9 6 10 2+ 60mm
Roboute Guilliman is a single model equipped with: the Emperor’s Sword; the Hand of Dominion. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hand of Dominion (shooting)
Hand of Dominion (shooting)
24"
Rapid Fire 3
6
-1
2
-
The Emperor’s Sword
The Emperor’s Sword
Melee
Melee
+2
-4
3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
Hand of Dominion (melee)
Hand of Dominion (melee)
Melee
Melee
x2
-3
4
-
ABILITIES
ABILITIES
Angels of Death
Armour of Fate: This model has a 3+ invulnerable save. The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining.
Author of the Codex: If your army is Battle-forged, you receive an additional 3 Command Points if Roboute Guilliman is your Warlord.
Master of Battle (Aura): Add 1 to Advance and charge rolls made for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman. Re-roll hit rolls of 1 for attacks made by models in friendly IMPERIUM units whilst their unit is within 12" of this model. You can re-roll Morale tests taken for friendly IMPERIUM units whilst they are within 12" of Roboute Guilliman.
XIII Primarch (Aura): You can re-roll hit rolls for attacks made by models in friendly ULTRAMARINES CORE and ULTRAMARINES CHARACTER units whilst their unit is within 6" of this model. Re-roll wound rolls of 1 for attacks made by models in friendly ULTRAMARINES CORE units whilst their unit is within 6" of this model.’
The Avenging Son: If your army is Battle-forged, this model must be your army’s WARLORD, even if another model in your army has a rule to this effect.
WARLORD TRAIT!
WARLORD TRAIT!
Nobility Made Manifest: Friendly ULTRAMARINES INFANTRY units and ULTRAMARINES BIKER units can perform a Heroic Intervention as if they were CHARACTERS whilst they are within 6" of this WARLORD.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS: CHARACTER, MONSTER, PRIMARCH, ROBOUTE GUILLIMAN


35

Astraeus

NoNAME  M WS BS S T W! A Ld Sv Base
675
Astraeus (base: 160mm)
1
675
Astraeus
12" 5+ 3+ 8 8 16-30 6 9 2+ 160mm
6" 5+ 4+ 8 8 8-15 D6 9 2+
3" 5+ 5+ 8 8 1-7 D3 9 2+
An Astraeus is equipped with: ironhail heavy stubber; 2 Astraeus las-rippers; storm bolter; twin heavy bolter; twin macro-accelerator cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Astraeus las-ripper
Astraeus las-ripper
36"
Heavy 2
9
-3
D6
-
+5
Ironhail heavy stubber
+5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
Plasma eradicator
Before selecting targets, select one of the profiles below to make attacks with.
Plasma eradicator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
7
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-4
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Storm bolter
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin lascannon
+30
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin macro-accelerator cannon
Twin macro-accelerator cannon
72"
Heavy 12
8
-2
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolter can be replaced with 1 twin lascannon.
 • This model's 2 Astraeus las-rippers can be replaced with 2 plasma eradicators.
 • This model can be equipped with 1 ironhail heavy stubber.
ABILITIES
ABILITIES
Angels of Death
Hover Tank: Distances are always measured to and from this model’s hull.
Void Shields: This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, FLY, MACHINE SPIRIT, REPULSOR FIELD, VOID SHIELD, ASTRAEUS


22

Cerberus

NoNAME  M WS BS S T W! A Ld Sv Base
400
Cerberus (base: Use model)
1
400
Cerberus
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Cerberus is equipped with: Cerberus neutron pulse array; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cerberus neutron pulse array
Cerberus neutron pulse array
48"
Heavy 4
14
-4
2D3
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, MACHINE SPIRIT, RELIC, CERBERUS


31

Falchion

NoNAME  M WS BS S T W! A Ld Sv Base
600
Falchion (base: Use model)
1
600
Falchion
10" 5+ 3+ 8 8 14-26 6 9 2+ Use model
5" 5+ 4+ 8 8 7-13 D6 9 2+
3" 5+ 5+ 8 8 1-6 D3 9 2+
A Falchion is equipped with: 2 quad lascannons; twin heavy bolter; twin Falchion volcano cannon; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Laser destroyer
+10
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin Falchion volcano cannon
Twin Falchion volcano cannon
120"
Heavy 2D3
14
-5
6
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin heavy flamer
+10
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, MACHINE SPIRIT, RELIC, FALCHION


31

Fellblade

NoNAME  M WS BS S T W! A Ld Sv Base
600
Fellblade (base: Use model)
1
600
Fellblade
10" 5+ 3+ 8 8 14-26 6 9 2+ Use model
5" 5+ 4+ 8 8 7-13 D6 9 2+
3" 5+ 5+ 8 8 1-6 D3 9 2+
A Fellblade is equipped with: demolisher cannon; Fellblade accelerator cannon; 2 quad lascannons; twin heavy bolter; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - HE shells
 - HE shells
72"
Heavy 2D6
8
-3
2
Blast
Blast
 - AE shells
 - AE shells
72"
Heavy 2
14
-4
6
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Laser destroyer
+10
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Twin heavy flamer
+10
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, MACHINE SPIRIT, RELIC, FELLBLADE


40

Mastodon

NoNAME  M WS BS S T W! A Ld Sv Base
800
Mastodon (base: Use model)
1
800
Mastodon
10" 5+ 3+ 9 9 16-30 6 9 2+ Use model
5" 5+ 4+ 9 9 8-15 D6 9 2+
3" 5+ 5+ 9 9 1-7 D3 9 2+
A Mastodon is equipped with: 2 heavy flamers; 2 lascannons; siege melta array; skyreaper battery; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
Siege melta array
Siege melta array
24"
Heavy 6
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Skyreaper battery
Skyreaper battery
48"
Heavy 8
7
-2
2
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Void Shields: This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 40 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It can transport up to 2 DREADNOUGHT models, which each take up the space of 10 models. It cannot transport PRIMARIS, DEREDEO DREADNOUGHT or LEVIATHAN DREADNOUGHT models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, SMOKESCREEN, MACHINE SPIRIT, VOID SHIELD, RELIC, MASTODON


50

Sokar-pattern Stormbird

NoNAME  M WS BS S T W! A Ld Sv Base
1000
Sokar-pattern Stormbird (base: Use model)
1
1000
Sokar-pattern Stormbird
20-50" 6+ 3+ 10 8 21-40 6 9 2+ Use model
20-40" 6+ 4+ 10 8 11-20 D6 9 2+
20-30" 6+ 5+ 10 8 1-10 D3 9 2+
A Sokar-pattern Stormbird is equipped with: hellstrike missile battery; 3 twin heavy bolters; 4 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin lascannon
Twin lascannon
48"
Heavy 2
9
-3
D6
-
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Colossal Flyer: Distances are always measured to and from this model’s hull.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
Void Shields: This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
TRANSPORT
TRANSPORT
This model has a transport capacity of 50 INFANTRY or BIKER models. Each WULFEN, TERMINATOR, MK X GRAVIS or JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead). It can transport 1 RHINO model, which (including, any models embarked within it) takes up the space of 25 models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, VOID SHIELD, RELIC, SOKAR-PATTERN STORMBIRD


24

Spartan

NoNAME  M WS BS S T W! A Ld Sv Base
460
Spartan (base: Use model)
1
460
Spartan
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Spartan is equipped with: 2 quad lascannons; twin heavy bolter; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Laser destroyer
+10
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 quad lascannons can be replaced with 2 laser destroyers.
 • This model’s twin heavy bolter can be replaced with 1 twin heavy flamer.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 25 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, TRANSPORT, SMOKESCREEN, MACHINE SPIRIT, RELIC, SPARTAN


40

Thunderhawk Gunship

NoNAME  M WS BS S T W! A Ld Sv Base
800
Thunderhawk Gunship (base: 120 x 92mm flying base)
1
800
Thunderhawk Gunship
20-50" 6+ 3+ 10 8 16-30 6 9 2+ 120 x 92mm flying base
20-40" 6+ 4+ 10 8 8-15 D6 9 2+
20-30" 6+ 5+ 10 8 1-7 D3 9 2+
A Thunderhawk Gunship is equipped with: 2 lascannons; Thunderhawk heavy cannon; 4 twin heavy bolters; Thunderhawk cluster bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Thunderhawk heavy cannon
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D3+2
Blast
Blast
Turbo-laser destructor
Turbo-laser destructor
96"
Heavy 3
16
-5
6
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
OTHER WARGEAR
ABILITIES 
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's Thunderhawk heavy cannon can be replaced with 1 turbo-laser destructor.
 • This model’s Thunderhawk cluster bombs can be replaced with 1 hellstrike missile battery.
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Colossal Flyer: Distances are always measured to and from this model’s hull.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 30 INFANTRY or BIKER models. Each WULFEN, TERMINATOR, MK X GRAVIS and JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead).
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, THUNDERHAWK GUNSHIP


19

Typhon

NoNAME  M WS BS S T W! A Ld Sv Base
350
Typhon (base: Use model)
1
350
Typhon
10" 5+ 3+ 8 8 11-20 6 9 2+ Use model
5" 5+ 4+ 8 8 6-10 D6 9 2+
3" 5+ 5+ 8 8 1-5 D3 9 2+
A Typhon is equipped with: dreadhammer siege cannon; crushing tracks.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dreadhammer siege cannon
Dreadhammer siege cannon
24"
Heavy 2D6
10
-4
3
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 2 heavy bolters; 2 lascannons.
 • This model can be equipped with one of the following: 1 heavy bolter; 1 heavy flamer; 1 multi-melta; 1 storm bolter.
ABILITIES
ABILITIES
Angels of Death, Martial Legacy
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, SMOKESCREEN, MACHINE SPIRIT, RELIC, TYPHON


22

Terminus Ultra

NoNAME  M WS BS S T W! A Ld Sv Base
250
Terminus Ultra (base: Use model)
1
250
Terminus Ultra
10" 6+ 3+ 8 8 9-16 6 9 2+ Use model
5" 6+ 4+ 8 8 5-8 D6 9 2+
3" 6+ 5+ 8 8 1-4 1 9 2+
A Terminus Ultra is a single model equipped with: 2 lascannons; 3 twin lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 hunter-killer missile.
 • This model can additionally be equipped with 1 storm bolter.
 • This model can additionally be equipped with 1 multi-melta.
ABILITIES
ABILITIES
Angels of Death
Smoke Launchers: Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Power Overload: If you roll three or more hit rolls of 1 for this model’s lascannons or twin lascannons in the same phase, it experiences a power overload and suffers 6 mortal wounds.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, LAND RAIDER, TERMINUS ULTRA


30

Thunderhawk Transporter

NoNAME  M WS BS S T W! A Ld Sv Base
600
Thunderhawk Transporter (base: 120 x 92mm flying base)
1
600
Thunderhawk Transporter
20-45" 6+ 3+ 10 8 16-30 6 9 2+ 120 x 92mm flying base
20-35" 6+ 4+ 10 8 8-15 D6 9 2+
20-25" 6+ 5+ 10 8 1-7 D3 9 2+
A Thunderhawk Transporter is equipped with: hellstrike battery; 4 twin heavy bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
ABILITIES
ABILITIES
Angels of Death
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Colossal Flyer: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 15 INFANTRY or BIKER models. Each WULFEN, TERMINATOR, MK X GRAVIS and JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead).

This model also has a transport capacity of two VEHICLE models from the following lists (any models embarked within these VEHICLE models do not count against this Transport’s transport capacity):
  • RHINO, RAZORBACK, PREDATOR, WHIRLWIND, WHIRLWIND SCORPIUS, HUNTER, STALKER, VINDICATOR, VINDICATOR LASER DESTROYER
  • SICARAN, LAND RAIDER, SPARTAN ASSAULT TANK, CERBERUS, TYPHON (each of which take up the space of 2 models)
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, THUNDERHAWK TRANSPORTER


Fortifications


9

Hammerfall Bunker

NoNAME  M WS BS S T W! A Ld Sv Base
175
Hammerfall Bunker (base: Use model)
1
175
Hammerfall Bunker
- - 4+ 6 8 8-14 - 7 3+ Use model
- - 5+ 6 8 4-7 - 7 3+
- - 6+ 6 8 1-3 - 7 3+
A Hammerfall Bunker is equipped with: Hammerfall heavy bolter array; Hammerfall missile launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hammerfall heavy bolter array
Hammerfall heavy bolter array
36"
Heavy 3
5
-1
2
-
Hammerfall heavy flamer array
Hammerfall heavy flamer array
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Hammerfall missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Hammerfall missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Superfrag missile
 - Superfrag missile
72"
Heavy 2D6
6
0
1
Blast
Blast
 - Superkrak missile
 - Superkrak missile
72"
Heavy 2
10
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s Hammerfall heavy bolter array can be replaced with 1 Hammerfall heavy flamer array.
ABILITIES
ABILITIES
Angels of Death
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Defensive Array: In your Shooting phase, each time this model is selected to shoot, its Hammerfall heavy bolter array or its Hammerfall heavy flamer array can target, and resolve attacks against, every eligible enemy unit. Each time this model fires Overwatch, it only resolves attacks with its weapons against the charging unit, but when doing so the Type of its Hammerfall heavy bolter array is changed to Heavy 6, and the Type of its Hammerfall heavy flamer array is changed to Heavy 2D6.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, BUILDING, HAMMERFALL BUNKER


3

Tarantula Sentry Battery

NoNAME  M WS BS S T W A Ld Sv Base
40
Tarantula Sentry Gun (base: Use model)
1‑3
40
Tarantula Sentry Gun
- - 4+ 4 5 4 - 7 3+ Use model
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Every model is equipped with: Tarantula twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Tarantula twin heavy bolter
Tarantula twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Tarantula twin lascannon
+10
Tarantula twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Tarantula twin heavy bolter replaced with 1 Tarantula twin lascannon.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Automated Emplacement: Each time a model in this unit shoots, select one of the following keywords: INFANTRY; VEHICLE. Until those shots are resolved, when selecting targets for that model's attacks, you must select the closest eligible enemy unit with that keyword. If there are no eligible units with either keyword, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TARANTULA SENTRY BATTERY


35

Castellum Stronghold

NoNAME  M WS BS S T W A Ld Sv Base
Tacticus Bunker (base: Use model)
1Tacticus Bunker - - 4+ 8 8 20 - 10 3+ Use model
Bunker Annex (base: Use model)
3Bunker Annex - - 4+ 8 8 12 - 10 3+ Use model
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+45
Castellum air defence missiles
+45
Castellum air defence missiles
48"
Heavy 2D3
8
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+40
Castellum battle cannon
+40
Castellum battle cannon
72"
Heavy D6
9
-3
3
Blast
Blast
+85
Castellum Icarus quad lascannon
+85
Castellum Icarus quad lascannon
96"
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+40
Twin assault cannon
+40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+15
Whirlwind castellan launcher
+15
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
OTHER WARGEAR
ABILITIES 
Communication relay
In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
Communication relay
In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Tacticus Bunker model can be equipped with up to two of the following (it cannot be equipped with two of the same weapon):
  - Twin heavy bolter
  - Twin heavy flamer
  - Twin lascannon
  - Multi-melta
  - Twin assault cannon
  - Castellum air defence missiles
  - Whirlwind Castellan launcher
  - Castellum battle cannon
  - Castellum Icarus quad lascannon
  - Communication relay
 • Each Bunker Annex model can be equipped with one of the following:
  - Twin heavy bolter
  - Twin heavy flamer
  - Twin lascannon
  - Multi-melta
  - Twin assault cannon
  - Castellum air defence missiles
ABILITIES
ABILITIES
Stronghold: After it is set up, models in this unit are treated as separate terrain features with the following Terrain Traits:
  • Defensible
  • Light Cover
  • Heavy Cover
  • Obscuring
Fire Points: In your Shooting phase, up to 15 models embarked within the TACTICUS BUNKER model and up to 10 models embarked in each BUNKER ANNEX model can be selected to shoot with; measure distances and draw line of sight from any point on that model when doing so (these embarked models can still shoot while the Building is within Engagement Range of enemy units).
Automated Weapons: In your Shooting phase, each time a model in this unit is selected to shoot, if no friendly units are embarked within it, you can only select one of the following targets for that weapon’s attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Wrecked: Each time a model in this unit is destroyed, roll one D6 before any embarked models disembark and before removing it from play: on a 6 its stores explode, and each unit within 6" suffers D3 mortal wounds. On any other result that building is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
TRANSPORT
TRANSPORT
Tacticus Bunker: This model has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.

Bunker Annex: This model has a transport capacity of 12 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
FACTION KEYWORDS: UNALIGNED
KEYWORDS (Tacticus Bunker): TERRAIN, BUILDING, VEHICLE, TITANIC, TRANSPORT, CASTELLUM STRONGHOLD, TACTICUS BUNKER
KEYWORDS (Bunker Annex): TERRAIN, BUILDING, VEHICLE, TRANSPORT, CASTELLUM STRONGHOLD, BUNKER ANNEX


2

Tarantula Air Defence Battery

NoNAME  M WS BS S T W A Ld Sv Base
40
Tarantula Air Defence Gun (base: Use model)
1‑3
40
Tarantula Air Defence Gun
- - 4+ 4 5 4 - 7 3+ Use model
If this unit contains 2 models, it has Power Rating 4. If this unit contains 3 models, it has Power Rating 6. Every model is equipped with: Tarantula air defence missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Tarantula air defence missiles
Tarantula air defence missiles
48"
Heavy D6
7
-2
1
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Automated Emplacement: Each time a model in this unit shoots, when selecting targets for that model’s attacks, you must select the closest eligible enemy unit that can FLY. If there are no eligible units that can FLY, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TARANTULA AIR DEFENCE BATTERY


3

Tarantula Sentry Battery (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
40
Tarantula Sentry Gun (base: Use model)
1‑3
40
Tarantula Sentry Gun
- - 4+ 4 5 4 - 7 3+ Use model
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Every model is equipped with: Tarantula twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Multi-melta
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Tarantula twin heavy bolter
Tarantula twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Tarantula twin lascannon
+10
Tarantula twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin assault cannon
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their Tarantula twin heavy bolter replaced with 1 Tarantula twin lascannon.
 • Any number of models can each have their Tarantula twin heavy bolter replaced with one of the following: 1 multi-melta; 1 twin assault cannon.
ABILITIES
ABILITIES
Angels of Death
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Automated Emplacement: Each time a model in this unit shoots, select one of the following keywords: INFANTRY; VEHICLE. Until those shots are resolved, when selecting targets for that model's attacks, you must select the closest eligible enemy unit with that keyword. If there are no eligible units with either keyword, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,
KEYWORDS: VEHICLE, TARANTULA SENTRY BATTERY

Bolt pistol used in the following datasheets:

HQ
Troops

and others...

– may take Bolt pistol as an option.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Master-crafted boltgun used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Xenophase blade used in the following datasheets:

HQ
Fast Attack

– may take Xenophase blade as an option.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Frag grenades used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Krak grenades used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Pistols
 • Bolt pistol
 • Hand flamer1
 • Grav-pistol
 • Inferno pistol1
 • Plasma pistol

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Melee Weapons
 • Astartes chainsword
 • Lightning claw
+5
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
 • Thunder hammer
+20
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Camo Cloak used in the following datasheets:

Heavy Support
Elites
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Combi-bolter used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Pistols
 • Bolt pistol
 • Hand flamer1
+5
 • Grav-pistol
+5
 • Inferno pistol1
+5
 • Plasma pistol
+5

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The WOLF PRIEST keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Paired combat blades used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The REIVER keyword is used in the following Space Marines datasheets:

The SHOCK GRENADES keyword is used in the following Space Marines datasheets:

Master-crafted auto bolt rifle used in the following datasheets:

Master-crafted stalker bolt rifle used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Special issue bolt carbine used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Relic shield used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Absolvor bolt pistol used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Twin bolt rifle used in the following datasheets:

Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

Neo-volkite pistol used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Master-crafted power axe used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Omnissian power axe used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The and VEHICLE keywords are used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Plasma cutter used in the following datasheets:

Heavy Support
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Melee Weapons
 • Astartes chainsword
 • Lightning claw
 • Power axe
 • Power fist
+5
 • Power maul
 • Power sword
 • Thunder hammer
+15
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.

The ARJAC ROCKFIST keyword is used in the following Space Marines datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The ASMODAI keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The INTERROGATOR-CHAPLAIN keyword is used in the following Space Marines datasheets:

The ASTORATH keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The BLOOD ANGELS and DEATH COMPANY keywords are used in the following Space Marines datasheets:

Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The MASTER OF SANCTITY keyword is used in the following Space Marines datasheets:

The AZRAEL keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.

The BELIAL keyword is used in the following Space Marines datasheets:

Master-crafted storm bolter used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The BJORN THE FELL-HANDED keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Helfrost cannon used in the following datasheets:


– may take Helfrost cannon as an option.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The BROTHER CORBULO keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The CHIEF APOTHECARY keyword is used in the following Space Marines datasheets:

The CANIS WOLFBORN keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The SPACE WOLVES and CAVALRY keywords are used in the following Space Marines datasheets:

The SPACE WOLVES and BEAST keywords are used in the following Space Marines datasheets:

The SPACE WOLVES and CHARIOT keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.

The CAVALRY keyword is used in the following Space Marines datasheets:

The COMPANY CHAMPION keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TYCHO keyword is used in the following Space Marines datasheets:

Blood Song used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Dead Man’s Hand used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The TYCHO keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Artificer crozius used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The CASSIUS and CHAPLAIN keywords are used in the following Space Marines datasheets:

Deathwatch bolt pistol used in the following datasheets:

Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The MEPHISTON keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TIGURIUS keyword is used in the following Space Marines datasheets:

The CODICIER NATORIAN keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The COMMANDER DANTE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Mace of absolution used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The EZEKIEL keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The GABRIEL SETH keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The HARALD DEATHWOLF keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
+5
Pistols
 • Bolt pistol
 • Hand flamer1
 • Grav-pistol
+5
 • Inferno pistol1
 • Plasma pistol
+5

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The MASTER OF THE FORGE keyword is used in the following Space Marines datasheets:

Raven’s Talons used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The RAVEN GUARD and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit obtains the JUMP PACK keyword.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KAYVAAN SHRIKE keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The KOR’SARRO KHAN keyword is used in the following Space Marines datasheets:

The KROM DRAGONGAZE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The LAZARUS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The LEMARTES keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Black Rage

When a Blood Angels battle-brother succumbs to the Black Rage, their doom is assured. Yet before they fall, their murderous ferocity, inhuman strength and near supernatural resilience make them a terrifying threat to any enemy who dares stand in their path.

  • In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
  • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
  • This unit cannot perform any Actions.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The BLOOD ANGELS, DEATH COMPANY and CORE keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The DEATH COMPANY keyword is used in the following Space Marines datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The DEATH COMPANY keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Furioso fist used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The LOGAN GRIMNAR keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The Axe Morkai used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The LOGAN GRIMNAR keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MARNEUS CALGAR keyword is used in the following Space Marines datasheets:

The NJAL STORMCALLER keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The RAGNAR BLACKMANE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Jink

The Ravenwing are undisputed masters of mounted combat, and make for fast-moving targets that are difficult to draw a bead upon.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
  • Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
  • Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.

The DARK ANGELS, RAVENWING and CORE keywords are used in the following Space Marines datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The SAMMAEL keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The RAVENWING and CORE keywords are used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The RHINO keyword is used in the following Space Marines datasheets:

Dedicated Transport

The RAZORBACK keyword is used in the following Space Marines datasheets:

The PREDATOR keyword is used in the following Space Marines datasheets:

The VINDICATOR keyword is used in the following Space Marines datasheets:

Heavy Support

The WHIRLWIND keyword is used in the following Space Marines datasheets:

Heavy Support

The HUNTER keyword is used in the following Space Marines datasheets:

Heavy Support

The STALKER keyword is used in the following Space Marines datasheets:

Heavy Support
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The ULTRAMARINES and SCOUT keywords are used in the following Space Marines datasheets:

Dedicated Transport
Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The SCOUT keyword is used in the following Space Marines datasheets:

Dedicated Transport
Fast Attack

The THE SANGUINOR keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

Grav-gun used in the following datasheets:

Heavy Support

– may take Grav-gun as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The TYCHO keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death Visions

As the deeply ingrained memories of Sanguinius’ final battle flood the mind of a warrior lost to the Black Rage, they believe they are the Primarch himself, confronting the Arch-traitor.

Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle.

On the Bridge of the Vengeful Spirit

Entering the bridge of the Arch-traitor’s flagship, all that stands between the warrior and Horus are a host of Traitor Legionnaires.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are visible to it. If a model uses this Death Vision, then until that fight is resolved:
  • Add 1 to that model’s Attacks characteristic for every 5 enemy models that are within 6" of it.
  • Each time that model makes an attack, you can re-roll the hit roll.

The Grace of the Angel

Horus prepares to deliver the final strike against his brother, but when the fatal blow lands, his weapon somehow shatters against Sanguinius’ golden breastplate. The Blood Angels’ Primarch still lives and, with renewed hope, the duel continues...

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then until the end of that turn, this model has a 3+ invulnerable save.

To Slay the Warmaster

Striking at a chink in the Warmaster’s armour, this warrior attempts to land a killing blow to end the heresy in its tracks.

A model can only use this Death Vision if any enemy INFANTRY CHARACTER or MONSTER CHARACTER models are within Engagement Range of it. If a model uses this Death Vision, then instead of making any attacks for that fight, both players roll off. If you win, select one of those enemy models: that model suffers D3+3 mortal wounds.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The ULRIK THE SLAYER keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The WATCH CAPTAIN ARTEMIS keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The WATCH MASTER keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

The CENTURION keyword is used in the following Space Marines datasheets:

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CHAPLAIN GRIMALDUS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The HIGH MARSHAL HELBRECHT and BLACK TEMPLARS keywords are used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The THE EMPEROR’S CHAMPION keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The NASIEM keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

MASTER OF THE ARSENAL

This Captain, often of the 3rd Company, is responsible for managing and overseeing the Chapter's vast inventory of munitions.

Once per battle, if this unit is on the battlefield, when you use an Adeptus Astartes Wargear Stratagem, that Stratagem costs 0 Command points.

Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LYKANDOS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The SEPHAX keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The URIEL VENTRIS keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ADAPTIVE STRATEGY2CP
Adeptus Astartes – Strategic Ploy Stratagem

The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.

Use this Stratagem in your Command phase, if a WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one CORE unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are considered to be active for that attack.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
ORBITAL BOMBARDMENT3CP
Adeptus Astartes – Strategic Ploy Stratagem

The Chapter's orbiting star ships stand ready to unleash hell.

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6" of the centre of that marker, adding l if the unit being rolled for is within 3" of the centre of the marker and subtracting l if the unit being rolled for is a CHARACTER. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.

MASTER OF THE FLEET

The Master of the Fleet is often the Captain of the 4th Company, and is responsible for the Chapter's armada of spacefaring warships. He is expected to be highly skilled not only in commanding a single ship in battle, but also in coordinating all of the Chapter's vessels in the highly complex matters of ship-to-ship combat.

  • If this unit is on the battlefield, you can use the Orbital Bombardment Stratagem twice during the battle instead of once.
  • While this unit is on the battlefield, each time you use the Orbital Bombardment Stratagem, it costs 1 Command point instead of 3.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ARMENNEUS VALTHEX keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ASTERION MOLOC keyword is used in the following Space Marines datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The and CHARACTER keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BRAY’ARTH ASHMANTLE keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LORD HIGH COMMANDER CARAB CULLN keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LEVIATHAN DREADNOUGHT keyword is used in the following Space Marines datasheets:

The CARAB CULLN keyword is used in the following Space Marines datasheets:

The CASAN SABIUS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The , INFANTRY and CHARACTER keywords are used in the following Space Marines datasheets:

The WULFEN keyword is used in the following Space Marines datasheets:

The GABRIEL ANGELOS keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The HECATON AIAKOS keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CONTEMPTOR DREADNOUGHT keyword is used in the following Space Marines datasheets:

The IVANUS ENKOMI keyword is used in the following Space Marines datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LUGFT HURON keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The SEVRIN LOTH keyword is used in the following Space Marines datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TYBEROS THE RED WAKE keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The and INFANTRY keywords are used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Terminator Combi-weapons
 • Combi-plasma
+10
 • Combi-flamer
+10
 • Combi-melta
+10
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Orbital comms array used in the following datasheets:

Dedicated Transport
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Conversion beamer used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Melee Weapons (Legendary)
 • Chainsword
 • Lightning claw
+5
 • Power axe
+5
 • Power fist
+10
 • Power lance
+4
 • Power maul
+5
 • Power sword
+5
 • Thunder hammer
+20
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The AHAZRA REDTH keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ANTON NARVAEZ keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CARNAC COMMODUS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CHAPLAIN DREADNOUGHT TITUS keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Dreadnought inferno cannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The CORIEN SUMATRIS keyword is used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ELAM COURBRAY keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The HARATH SHEN keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The COMMAND SQUAD keyword is used in the following Space Marines datasheets:

The LIAS ISSODON keyword is used in the following Space Marines datasheets:

Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The LORD HIGH COMMANDER CARAB CULLN keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MALAKIM PHOROS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MORDACI BLAYLOCK keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The PELLAS MIR’SAN keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The SILAS ALBEREC keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The TARNUS VALE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The THULSA KANE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The VAYLUND CAL keyword is used in the following Space Marines datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ZHRUKHAL ANDROCLES keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The INTERCESSORS keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Auto bolt rifle used in the following datasheets:

Bolt rifle used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Stalker bolt rifle used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Melee Weapons
 • Astartes chainsword
 • Lightning claw
+5
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
 • Thunder hammer
+15
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The MELTA BOMBS keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Blood Claw, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Blood Claw, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Blood Claw, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Melee Weapons
 • Astartes chainsword
 • Lightning claw
+5/0
 • Power axe
+5/0
 • Power fist
+10/5
 • Power maul
+5/0
 • Power sword
+5/0
 • Thunder hammer
+15/10
Combi-weapons
 • Combi-flamer
+10/5
 • Combi-grav
+10/5
 • Combi-melta
+10/5
 • Combi-plasma
+10/5
 • Storm bolter
+5/0
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Berserk Charge

Still revelling in their transhuman adaptations, a Great Company’s aggressive young warriors plunge headlong into battle in a furious display of innate talent, rigorous conditioning and recklessness.

If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding WOLF GUARD models) in this unit.
Headstrong

Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.

If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The BLOOD CLAWS keyword is used in the following Space Marines datasheets:

Fast Attack

Deathwatch boltgun used in the following datasheets:

Fast Attack

– may take Deathwatch boltgun as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Deathwatch frag cannon used in the following datasheets:

Deathwatch shotgun used in the following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stalker-pattern boltgun used in the following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy thunder hammer used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Combat Shield used in the following datasheets:

Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Deathwatch Equipment

Up to two items can be selected from the following list:

 • Astartes chainsword
 • Bolt pistol
 • Grav-pistol
+5
 • Inferno pistol
+5
 • Hand flamer
+5
 • Lightning claw
+3
 • Plasma pistol
+5
 • Power axe
+3
 • Power fist
+8
 • Power maul
+3
 • Power sword
+3
 • Storm shield (maximum 1 per model)
 • Thunder hammer
+12
 • Xenophase blade (Watch Sergeant or Veteran Biker Sergeant only)

One item can be selected from the following list:

 • Deathwatch boltgun
 • Deathwatch combi-flamer
+5
 • Deathwatch combi-grav
+10
 • Deathwatch combi-melta
+10
 • Deathwatch combi-plasma
+10
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+5
 • Plasma gun
+5
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Deathwatch Equipment

Up to two items can be selected from the following list:

 • Astartes chainsword
 • Bolt pistol
 • Grav-pistol
+5
 • Inferno pistol
+5
 • Hand flamer
+5
 • Lightning claw
+5
 • Plasma pistol
+5
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
 • Storm shield (maximum 1 per model)
 • Thunder hammer
+20
 • Xenophase blade (Watch Sergeant or Veteran Biker Sergeant only)

One item can be selected from the following list:

 • Deathwatch boltgun
 • Deathwatch combi-flamer
 • Deathwatch combi-grav
+10
 • Deathwatch combi-melta
 • Deathwatch combi-plasma
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
 • Storm bolter
+3
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Grey Hunter, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Grey Hunter, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Grey Hunter, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Melee Weapons
 • Astartes chainsword
+1
 • Lightning claw
+5/0
 • Power axe
+5/0
 • Power fist
+10/5
 • Power maul
+5/0
 • Power sword
+5/0
 • Thunder hammer
+15/10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Price per unit

The KILL TEAM CASSIUS keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Deathwatch combi-melta used in the following datasheets:

Fast Attack

– may take Deathwatch combi-melta as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Deathwatch teleport homer used in the following datasheets:

Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Astartes shotgun used in the following datasheets:

Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The DROP POD keyword is used in the following Space Marines datasheets:

Dedicated Transport
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Fragstorm grenade launcher used in the following datasheets:

Dedicated Transport

Ironhail heavy stubber used in the following datasheets:

Dedicated Transport
Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The REPULSOR FIELD keyword is used in the following Space Marines datasheets:

Dedicated Transport
Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The RAZORBACK keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Additional storm bolter
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.

The DREADNOUGHT DROP POD keyword is used in the following Space Marines datasheets:

Dedicated Transport
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The BLADEGUARD keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The ASSAULT LAUNCHERS keyword is used in the following Space Marines datasheets:


– if equipped with the Centurion assault launcher this unit obtains the ASSAULT LAUNCHERS keyword.
– if equipped with the Ironclad assault launchers this unit obtains the ASSAULT LAUNCHERS keyword.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The CENTURION keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The COMPANY ANCIENT keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Melee Weapons
 • Astartes chainsword
 • Lightning claw
+3
 • Power axe
+3
 • Power fist
+8
 • Power maul
+3
 • Power sword
+3
 • Thunder hammer
+12
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The COMPANY VETERANS keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Kheres-pattern assault cannon used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Great wolf claw used in the following datasheets:

Dreadnought Weapons
 • Heavy plasma cannon
 • Helfrost cannon1
+5
 • Multi-melta
+5
 • Twin lascannon
+20

1 Only models from the Space Wolves Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin ironhail heavy stubber used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Dreadnought chainfist used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy onslaught gatling cannon used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Icarus rocket pod used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Macro plasma incinerator used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Onslaught gatling cannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

Special issue bolt pistol used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Grapnel launcher used in the following datasheets:

Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Price per unit
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Plasma cannon used in the following datasheets:

Heavy Support

– may take Plasma cannon as an option.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The SERVITORS keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Special issue boltgun used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
+3
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The STERNGUARD VETERAN SQUAD keyword is used in the following Space Marines datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Teleport homer used in the following datasheets:

Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Fenrisian great axe used in the following datasheets:

Blizzard shield used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The VENERABLE DREADNOUGHT keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Blood talons used in the following datasheets:

Magna-grapple used in the following datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The DEATHWING and COMMAND SQUAD keywords are used in the following Space Marines datasheets:

The DEATHWING and COMPANY CHAMPION keywords are used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The DEATHWING and COMMAND SQUAD keywords are used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Watcher in the Dark used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The DEATHWING, TERMINATOR and CAPTAIN keywords are used in the following Space Marines datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The HONOUR GUARD keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

The LUKAS THE TRICKSTER keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The BLOOD CLAW keyword is used in the following Space Marines datasheets:

Fast Attack

The SKYCLAWS keyword is used in the following Space Marines datasheets:

Fast Attack

The SWIFTCLAW keyword is used in the following Space Marines datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The MURDERFANG keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The WULFEN keyword is used in the following Space Marines datasheets:

The RAVENWING and ANCIENT keywords are used in the following Space Marines datasheets:

Plasma talon used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The RAVENWING BLACK KNIGHTS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The RAVENWING BLACK KNIGHTS keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The RAVENWING CHAMPION keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Elites
Inner Circle

Those with true knowledge of the Unforgivens history and quest for absolution are utterly intractable warriors who are implacable in their Chapter’s secret hunt for the Fallen.

If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:

  • Each time a Morale test is taken for this unit, it is automatically passed.
  • While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
  • Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
  • Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The RAVENWING BLACK KNIGHTS keyword is used in the following Space Marines datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The SANGUINARY ANCIENT keyword is used in the following Space Marines datasheets:

Angelus boltgun used in the following datasheets:

Encarmine axe used in the following datasheets:

Encarmine sword used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

The SANGUINARY GUARD keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Combi-weapons
 • Combi-flamer
+5
 • Combi-grav
+5
 • Combi-melta
+5
 • Combi-plasma
+5
 • Storm bolter
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The SPACE WOLVES and BLOOD CLAWS keywords are used in the following Space Marines datasheets:

Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The CENOBYTE SERVITORS keyword is used in the following Space Marines datasheets:

The CHAPLAIN GRIMALDUS keyword is used in the following Space Marines datasheets:

The KAE keyword is used in the following Space Marines datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin heavy flamer used in the following datasheets:

Lords of War
Heavy Support
Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Conversion beam cannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Twin autocannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin volkite culverin used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Chainsword used in the following datasheets:


– may take Chainsword as an option.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Sergeant Weapons
 • Bolt pistol
 • Boltgun*
 • Chainsword
 • Combi-flamer*
+10
 • Combi-grav*
+10
 • Combi-melta*
+10
 • Combi-plasma*
+10
 • Grav-pistol
+5
 • Lightning claw
+5
 • Plasma pistol
+5
 • Power axe
+5
 • Power fist
+10
 • Power maul
+5
 • Power sword
+5
 • Storm bolter*
+3
 • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant)

* A model cannot be equipped with more than one weapon marked with an asterisk.

Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+3
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Plasma gun used in the following datasheets:

Heavy Support

– may take Plasma gun as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Dreadnought Weapons
 • Heavy plasma cannon
+20
 • Helfrost cannon1
+5
 • Multi-melta
 • Twin lascannon
+40

1 Only models from the Space Wolves Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Power lance used in the following datasheets:


– may take Power lance as an option.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The IMPERIAL SPACE MARINE keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The SWIFTCLAW keyword is used in the following Space Marines datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Special Weapons
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Outflank

When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.

During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The STORM SPEEDER keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Krakstorm grenade launcher used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Price per unit
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Teeth and claws used in the following datasheets:

Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".

The BEAST keyword is used in the following Space Marines datasheets:

Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Headstrong

Unless tempered by the wise growls of a veteran, young blood claws eager to prove themselves will gladly plunge into any foe they can reach.

If this unit does not contain a WOLF GUARD model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Swift Hunters

Perfectly adapted as unavoidable predators, the lupine allies of the Space Wolves easily outpace their doomed quarry.

This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1".
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Deathwatch Equipment

Up to two items can be selected from the following list:

 • Astartes chainsword
 • Bolt pistol
 • Grav-pistol
+5
 • Inferno pistol
+5
 • Hand flamer
+5
 • Lightning claw
+5
 • Plasma pistol
+5
 • Power axe
+3
 • Power fist
+10
 • Power maul
+3
 • Power sword
+3
 • Storm shield (maximum 1 per model)
 • Thunder hammer
+15
 • Xenophase blade (Watch Sergeant or Veteran Biker Sergeant only)

One item can be selected from the following list:

 • Deathwatch boltgun
+5
 • Deathwatch combi-flamer
+10
 • Deathwatch combi-grav
+15
 • Deathwatch combi-melta
+15
 • Deathwatch combi-plasma
+15
 • Flamer
+5
 • Grav-gun
+10
 • Meltagun
+10
 • Plasma gun
+10
 • Storm bolter
+5
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Reinforcement Units
If a unit is ever added to a Battle-forged army during the battle, it is never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit from any Detachment abilities.

  • Units added to your army during the battle are never part of a Detachment.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Icarus stormcannon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Las-talon used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Skyhammer missile launcher used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Infernum halo-launcher used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Stormstrike missile launcher used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin multi-melta used in the following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Melta array used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

Quad heavy bolter used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin hellstrike launcher used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vengeance launcher used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The STORM EAGLE GUNSHIP keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

Grav-cannon used in the following datasheets:


– may take Grav-cannon as an option.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Armorium cherub used in the following datasheets:

Combi-weapons
 • Combi-flamer
+10
 • Combi-grav
+10
 • Combi-melta
+10
 • Combi-plasma
+10
 • Storm bolter
+5
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Concealed Positions

Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.

During deployment, when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin las-talon used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The ARTILLERY keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Auto launchers used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The GLADIATOR keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The ASSAULT LAUNCHERS keyword is used in the following Space Marines datasheets:


– if equipped with the Centurion assault launcher this unit obtains the ASSAULT LAUNCHERS keyword.
– if equipped with the Ironclad assault launchers this unit obtains the ASSAULT LAUNCHERS keyword.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

The PREDATOR keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Price per unit
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.

Demolisher cannon used in the following datasheets:

Heavy Support
Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Whirlwind castellan launcher used in the following datasheets:

Heavy Support
Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Long Fang, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Long Fang, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Long Fang, Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
Wolf Guard Pack Leader/Wolf Guard Terminator Pack Leader
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
INFANTRY/other model
Heavy Weapons
 • Grav-cannon
+10
 • Heavy bolter
 • Heavy flamer1
 • Lascannon
 • Missile launcher
 • Multi-melta
+20
 • Plasma cannon
+15

1 Only models from the Deathwatch Chapter or the Blood Angels Chapter (or one of its successor Chapters) can be equipped with this weapon.

Special Weapons
 • Flamer
+5
 • Grav-gun
+5
 • Meltagun
+10
 • Plasma gun
+10
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Quad launcher used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Laser destroyer used in the following datasheets:

Lords of War
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.

The SICARIAN keyword is used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The TITANIC keyword is used in the following Space Marines datasheets:

Fortifications

The VOID SHIELD keyword is used in the following Space Marines datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Crushing tracks used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Quad lascannon used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The DEREDEO DREADNOUGHT keyword is used in the following Space Marines datasheets:

Hellstrike missile battery used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The PRIMARIS and JUMP PACK keywords are used in the following Space Marines datasheets:

The PRIMARIS and BIKER keywords are used in the following Space Marines datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Martial Legacy
If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment’s Command Cost by 1CP.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The RHINO keyword is used in the following Space Marines datasheets:

Dedicated Transport

The WHIRLWIND keyword is used in the following Space Marines datasheets:

Heavy Support

The WHIRLWIND SCORPIUS keyword is used in the following Space Marines datasheets:

Heavy Support

The HUNTER keyword is used in the following Space Marines datasheets:

Heavy Support

The STALKER keyword is used in the following Space Marines datasheets:

Heavy Support

The VINDICATOR keyword is used in the following Space Marines datasheets:

Heavy Support

The VINDICATOR LASER DESTROYER keyword is used in the following Space Marines datasheets:

The SPARTAN keyword is used in the following Space Marines datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The BUILDING keyword is used in the following Space Marines datasheets:

Tarantula twin heavy bolter used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tarantula twin lascannon used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The TARANTULA SENTRY BATTERY keyword is used in the following Space Marines datasheets:

Price per unit
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Obscuring
If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • AIRCRAFT and models with W characteristic of 18+ can be seen normally.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
Exposed Position
Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Army List
Faction Rules
© Vyacheslav Maltsev 2013-2021